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I like it! It looks like a very straightforward app to use.
I have some questions/suggestions:
– Are you going to be adding many more convenience features?
– Are you going to be considering non-tiled map features?
– Would you add multi-level management? IE: Easily keep reusable things between multiple level filesThe biggest thing for me is probably non tiled like features! Then maybe down the road a polygon editor of sorts.
Awesome, I’ve always wanted to join a monkey2 discord! Hopefully this gets pinned :).
I’ll definitely have this up more often. So come join the discord if anyone likes to chat!
I would love to try out Pyro! So I’d say I’m going to try it out. There is quite some lacking documentation though – as far as I’m aware. Please do correct me if I’m wrong :). I’ve found some info on an old post for pyro1 here http://wasted.nz/posts.php?topic=209833 (old site). Hopefully most of the information there is still semi-relevant. The Itch.io page has a post for documentation, but that seems to be more of a M2 doc than a Pyro2 doc.
Wow this is all great news! Glad to hear it from all of you. @ethernaut I got around 30-40k, a magnificent improvement I’d say :). That’s literally 10x the power! You did a lot of great work very quickly, obviously, Monkey2 is a very productive language!
Glad to hear about the dramatic improvement from your fix @MarkSibly, stellar news :D. I’ll definitely have to give Monkey2 a whirl after the GitHub Jam!
@ethernaut
Very nice improvements I saw! I’d be very happy if you could send a pull request! I enjoy the padding you added there too, very appealing!I’m going to give your repo a whirl myself before hand
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I can now render about 1,000 more bunnies! So instead of 3.4k it’s now about 4.2-4.3k at 61 fps :). Not as much as I would have predicted, but definitely an improvement! I compared the stack against the array and it doesn’t seem to have increased performance on my end (comparing them side by side).
Thanks for the update nonetheless!Unfortunately, the random order for the draw-calls is necessary, the only workaround for this at the moment would be loading it all into one texture and drawing from separate areas off that texture. That’s why I was looking for what the support is for atlases. Thanks for the code nonetheless, always interesting to see more Monkey2 in action
I figured that was the case, but I have experience with a different renderer where it can push out about 90,000 images per second at 60fps for one texture. I was very impressed when this engine could push out 3.4k with 4 different textures and the other renderer could only pump 1000.
So, now, re-testing this whole thing once more, I’ve managed to see a goof up somehow. Turns out using a single texture actually DOES MARGINALLY improve performance. Now I’m very convinced that this engine is more than capable to pump out a very strong game.
Just need to figure out what the support is in Monkey2 for texture-atlases as that can simplify the task quite a bit for non-trivial things as opposed to the trivial sub-imaging for the bunnies. @Mark Sibly, any examples I can look at for such a thing?
I’ll definitely create a dual-test for testing texture grouping and separate. Thanks for the notice guys.
Hello everyone! Thanks for your results :). Glad to see you all trying it out and having some benchmarking fun. I’ve updated some of the code with big thanks to therevills and abakobo!
Now you should be seeing smoother FPS calculations and have a bit more control over your bunnies.
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We do seem to be getting a fairly good variety of test samples and the results are indeed interesting. Maybe, in the end, I can put together some graphs for the results!@abakobo Thanks for the input and help/feedback. The App.FPS tip is very helpful :). Regarding the frames needing to be casted to a float – I wasn’t even aware of that! I also figured out by chances that you can cast a variable using something like Float(frames) in this very project (as can be seen used in my clamp on the bunnies X-axis).
I will go ahead and replace my makeshift FPS Avg with the app!
Just a quick reminder for the future: Don’t be shy to send any pull requests to the repository! I’m always happy to see/add to who my contributors are :).
Thanks for the feedback, friends! I’ve added in your snipper @therevills. That’s a useful addition!
@jesse, I attempted to see if maybe it was my array resizing that was causing the problems and changed the initial size to higher numbers but I got similar if not the same results prior to that. And thanks for the binary! I’ll probably post that tomorrow
Still can’t seem to get better performance although I am convinced I should have it..
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Jesse, I’m using the latest itch.io release – believe it was from 2-3 days ago.Hi Jesse, thanks for taking the time to try it out :). I would be very happy if you could push your binaries for MAC if possible!
I am nearly certain I was running in release mode, at least I could have sworn :). I’ll check once more to be sure.. Yeah, I have release mode checked and for some reason getting a max of 3.4k! I’ve sent the binary to a friend who has a better setup than me on windows and got around 4.7+ before seeing 48 fps.Your numbers are very good, I would be more than happy to call the engine my own if I could push that much out.
To answer your question, it’s not necessarily the best reason to choose an engine for the graphics output alone, but I do feel substantially more comfortable with an engine that can push out a minimum of 6k on my machine. It just gives me a better feel for what room I’m given to work with. Rooky reasons!
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