Here's an updated version of my crowd generator for Torque Game Builder. This version uses only 1 version of each art asset and dynamically assigns color. As you can see, on my system it generates 1000+ runners (~5000+ objects) at ~19-27 FPS. As with the last version, streakers are probable
"As you can see, on my system it generates 1000+ runners (~5000+ objects) at ~19-27 FPS. As with the last version, streakers are probable"
Actually all the text is unreadable and it is very difficult to make out the individual runners. You really need to use a better video encoder.
Cool progress though!
BigHed3 3 years ago
I'm not sure what happened, when I first uploaded it and the link was active, the quality was good, but about an hour later it was much worse... does YouTube do a 2nd-pass process after initial availability?
bwdevel 3 years ago
How many sprites can the engine handle before it starts to stoop below 60 FPS?
Prinsdam 3 years ago
I can run about 700 runners (~3250 animated sprites) at 60FPS. But the inefficiency is a processing bottleneck with the creation/destruction of the objects off-screen. I've started coding a newer version that resets the runners to start rather than destruction/creation. It will only destroy win the saturation of runners is reduced, and will only create in order to reach the desired saturation levels. This should allow for considerably higher object count on screen, but we will see...
bwdevel 3 years ago
As an update, the newer version of that I coded that resets the runners offscreen rather than create/destroy boosted the object rendering to ~4900@60FPS. I have the video posted to vimeo and a detailed blog entry at the garage games website
bwdevel 2 years ago