Search found 4039 matches

by albinopapa
March 27th, 2020, 9:26 pm
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 69

Re: Sprites are kinda slow

The chili framework is capped at v-sync, so 60fps for 60hz, 75fps for 75hz. I think the framework has the refresh ratio set incorrectly though, it has 1/60 instead of 60/1, but I haven't noticed it affect anything. As far as the mt stuff goes, seems to be fine, though you might even look into using ...
by albinopapa
March 27th, 2020, 5:30 am
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 69

Re: Sprites are kinda slow

The forum only allows resolutions of 700x700, so this isn't the entire window. I could have scaled it down and probably should have.

The 30 spawners text is how many objects are firing the "bullets".
by albinopapa
March 27th, 2020, 5:05 am
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 69

Re: Sprites are kinda slow

I was able to get around 1,100 sprites ( custom Alpha effect ), text ( Chroma effect ) and a background image ( Copy effect ) in x64 release mode and was able to hover around 60 fps sometimes dipping to around 54 fps. Details: The "bullet" sprites were alpha blended and were 32x32 pixels and a custo...
by albinopapa
March 26th, 2020, 8:12 pm
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 69

Re: Sprites are kinda slow

Well, you have a few options. The 2016 chili framework is all software based, there is not GPU acceleration. So to get 2,000 sprites of 30x30 ( 900 pixels ) drawn with chroma key transparency using this framework, you might look into some SSE/AVX instructions and maybe some multi-threading. Chili do...
by albinopapa
March 26th, 2020, 9:01 am
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 69

Re: Sprites are kinda slow

Not sure what some of the numbers represent, but honestly you shouldn't have too many issues displaying enough sprites to cover the 800x600 pixel window. 4000, 6500, 11000 What are these numbers? That's about 1.6 performance up for nonChroma and another 1.6 for loop and about 2.7 for the sprite to l...
by albinopapa
March 25th, 2020, 5:04 pm
Forum: Everything
Topic: Auto cast an iterator into its base pointer type ?
Replies: 25
Views: 446

Re: Auto cast an iterator into its base pointer type ?

For removing one item from a vector, I would suggest a "swap and pop" approach if you don't care about the order of elements in the vector. This means you swap the one you want to delete with the last element ( not the end iterator ) in the vector then pop it off. This puts the last element in the p...
by albinopapa
March 25th, 2020, 4:36 pm
Forum: Everything
Topic: Multithreading and threads sync ?
Replies: 6
Views: 91

Re: Multithreading and threads sync ?

Sweet, thanks for responding. That definitely clears things up for me. Glad to see that you are making good progress.
by albinopapa
March 24th, 2020, 6:20 pm
Forum: Everything
Topic: Multithreading and threads sync ?
Replies: 6
Views: 91

Re: Multithreading and threads sync ?

Out of curiosity, why would you need to synchronize all threads at the same point before moving on? In GPU programming there are fence and barriers I think that are designed for this exact usage, allowing all threads to wait until given some signal. It seems that fence/barriers cpu side deal mostly ...
by albinopapa
March 24th, 2020, 6:00 pm
Forum: Everything
Topic: Auto cast an iterator into its base pointer type ?
Replies: 25
Views: 446

Re: Auto cast an iterator into its base pointer type ?

I just wonder if you have the permission to move the MT answers from this thread to my MT thread on the forum. I do have permissions to do so, but I don't think I've offered anything specific to mutli-threading so I don't believe there is anything to move and is why I have kind of stuck to this thr...
by albinopapa
March 24th, 2020, 2:59 am
Forum: Everything
Topic: Auto cast an iterator into its base pointer type ?
Replies: 25
Views: 446

Re: Auto cast an iterator into its base pointer type ?

Glad you like the WakeUp() idea, this is what I mean by finding ways to handle things in class instead of gaining access through getters or using setters to set some state. The ThreadSafeCall() would take some forethought in code design or redesigning certain functions, so I can definitely see drawb...