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| visits | member for | 3 months |
| seen | Mar 19 at 15:56 | |
| stats | profile views | 0 |
C++/Java/C# coder. Qt and android developer
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Feb 21 |
comment |
Is caching tiles like this a good idea? Yeah, I don't need to do this every frame, but I have to get position of left-top corner of tile texture in a tileset image to draw it. |
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Feb 20 |
awarded | Supporter |
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Feb 20 |
comment |
Is caching tiles like this a good idea? Well, every tile has it's own collision property. It's just an int. (0 - solid, 1 -walkable, for example). So instead of trying to find those values using tiles id, I can just compare id and if it was the same as now, that I don't need to search in vector |
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Feb 20 |
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Is caching tiles like this a good idea? Thanks, I'm just beginning to make my game and worry about everything because there will be a lot more stuff on the screen so I won't really know what causes perfomance issues |
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Feb 20 |
comment |
Is caching tiles like this a good idea? Well, drawing is 60 frames per second and there are like 50-60 tiles on the screen on the moment, so I need to access elements of vector for 60 * 2 times(to get tx, ty) per frame |
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Feb 20 |
comment |
Is caching tiles like this a good idea? I can't use lenght encoding, because I'm not really sure data will always stay the same way. I'm just wondering if storing last value will be faster than accessing vector |
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Feb 20 |
awarded | Student |
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Feb 20 |
asked | Is caching tiles like this a good idea? |