Re: Blazing Sprite and Tile Performance

These are great news Walter!

Can you check the fix with my code as well? (using the new dungeon option)

Can you estimate when you expect to ship a daily build again? We won’t hold you for specifics, just to get a feeling… [import]uid: 118978 topic_id: 23302 reply_id: 111520[/import]

Hi,

I see that a new daily build has been posted. Have you managed to enter the re-implemented culling code to this build?

Thanks. [import]uid: 118978 topic_id: 23302 reply_id: 112449[/import]

Doesn’t look like it - just tried level 19 with build 838, and it’s reporting 35-45fps on an iPhone 4.

(Walter reported 55+ on a 3GS). [import]uid: 276 topic_id: 23302 reply_id: 112451[/import]

Not yet. We found a showstopper android issue on 838. So the changes are stuck in the queue until the public release goes out, which if all goes well, will be 840. [import]uid: 26 topic_id: 23302 reply_id: 112454[/import]

Any idea when that’ll be? Two days time? :slight_smile: [import]uid: 276 topic_id: 23302 reply_id: 112458[/import]

Can’t wait to see how the new implementation improves performance. I have many screens in which more than 50% of my display objects are off-screen. [import]uid: 92621 topic_id: 23302 reply_id: 112465[/import]

@poon, just a clarification that the offscreen culling is currently in.

The pending optimizations I’m talking about improve the overheard associated with offscreen culling, and also enable it for imagegroups (there was no culling previously in image groups). [import]uid: 26 topic_id: 23302 reply_id: 112545[/import]

Just grabbed 840, still the same so I guess it didn’t make it in. [import]uid: 276 topic_id: 23302 reply_id: 112610[/import]

Same here!

I’m developing a game based in an infinitum mathematically generated world, and yes… I only displays a small matrix of the viewable area but I have a lot of problems, the tiles remains in the memory despite of removing the group and the framerate decreases lineally from 60fps to 0fps!

Waiting a solution or a good example of an huge tilemap with good perfomance. [import]uid: 79789 topic_id: 23302 reply_id: 113086[/import]

@Glitch Games
I have the Lime 3.4 purchased, where can I obtain the Lime 3.5 Beta like @oaf? :slight_smile:
I will try to test my engine with it. [import]uid: 79789 topic_id: 23302 reply_id: 113087[/import]

Any update on this? [import]uid: 129450 topic_id: 23302 reply_id: 115299[/import]

It’s been in the daily builds for a little while now, and it works well for us :slight_smile: [import]uid: 276 topic_id: 23302 reply_id: 115301[/import]

That’s nice to hear! How many tiles do you have at any one time? [import]uid: 129450 topic_id: 23302 reply_id: 116249[/import]

Largest level has 1,640 tiles :slight_smile: [import]uid: 276 topic_id: 23302 reply_id: 116252[/import]

I see, well I tried it out but it is still to limited for my use (up to 40 000 tiles ;D) so I went back to what I used before. [import]uid: 129450 topic_id: 23302 reply_id: 116689[/import]

If it wasn’t mentioned already here… go get the Million Tile Engine. It works for me :slight_smile:

If it wasn’t mentioned already here… go get the Million Tile Engine. It works for me :slight_smile: