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Thread: My solution to the overlapping issue in isometric worlds.

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  1. #1
    I only gave solution which would work smooth 60+ fps even if your map is like 10000 x 10000 tiles, and 10000 dynamic game objects in it, with a low spec computer. All the while using very little memory. Can you say the list works as well? The point of new algorithms is often to improve on something that exists before. That said, i don't completely understand how your code works.

  2. #2
    Quote Originally Posted by Solstice Project View Post
    Small parts of a code can have a big impact on runtime performance and that's relevant. I understand that nowadays most people
    don't care about their slow code, but that's not something i am happy with.
    Most pepole nowadays don't care about their slow code becouse they don't have to. Why? Becouse nowadays computers are so powerfull.
    But more and more game and aplication developers are starting to care about their slow code becouse the mobile devices doesn't offer so much processing power and therefore require more optimized code.

    As for your example I'm afraid that like User137 I don't exactly understand how it works. That is why I havent posted any coments so far.


    But as for general improvment of Isometric map drawing:
    The best aproach on speeding it up is to split your map into mulltiple sections (chunks) and then processing only seperate chunks instead of whole map.
    This gives you hte ability to have practically endess sized map without much of performance slowdowns.
    So in the end you could still use slow tile sorting approach becouse it won't be such a big problem as you will use this approach only on smaller part of the map and not the whole map.

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