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Author Topic: Optimization Help  (Read 1131 times)

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bdens

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Optimization Help
« on: December 24, 2015, 09:53:00 am »
Hi,

I'm writing a 2D game similar to Dungeon Keeper.  I have a view that looks at a grid of sprites, and can be scrolled around by the mouse.  I optimized the world view by only drawing sprites that are near the view (or camera if you will). 

I also have a map in the bottom left corner that draws the entire world with a different set of sprites, but which are still representative of what is seen in the main view.  Each map sprite contains 9 pixels, whereas each world sprite contains 48 * 48.  Now, the map sprites and view sprites used to be the same sprites, but I hoped that making a second smaller sprite that was drawn every frame would be less intensive.  I did not see any visual performance increase from the change.  Is that what should be expected? 

Now, the game only modifies one sprite at a time, so it would be very easy to draw the map once and then make a change and draw that change whenever necessary.  But doing that yields some undesirable results, like screen flickering (I actually broke a monitor doing that lol).

Beyond these two options, I'm rather clueless about how to optimize my map drawing process.  Anyone willing to give me some suggestions?
« Last Edit: December 24, 2015, 09:54:41 am by bdens »

Mario

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Re: Optimization Help
« Reply #1 on: December 24, 2015, 11:14:19 am »
How about drawing the map to a render texture and reusing that?

Btw. you can't break actual hardware, no matter what you draw on screen or how often you update. That's most likely been some odd coincidence.

 

anything