File: mode_7_v2.swf-(52 KB, 512x478, Game)
[_] Less CPU-intensive. Rubber NAND !0x524E/n3E 04/02/15(Thu)00:09 No.2736526
Changes:
Optimized graphics (may appear choppier, but the code execution time was nothing compared to the
draw time, so some reduction in resolution was necessary.)
Changed starting camera position.
Implemented more responsive key detection method.
Implemented new velocity-based movement system.
Fixed camera vertical placement issue, removed height and view angle controls.
Set static stage size to enable proper non-embedded use (though you may take a framerate hit from
the scaling.)
At least on my machine, CPU use is down by half.
>> [_] Anonymous 04/02/15(Thu)00:13 No.2736533
>>2736526
Works for me. Isn't there a better place for you to post these works in progress though?
>> [_] Anonymous 04/02/15(Thu)00:14 No.2736535
>>2736526
>removed height and view angle controls
Dropped.
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)00:19 No.2736544
>>2736533
I'm working on a website, but that's a while off at the moment while I relearn HTML and CSS.
Normally I don't iterate this quickly though.
>> [_] Anonymous 04/02/15(Thu)00:23 No.2736550
needs more optimization
>> [_] Anonymous 04/02/15(Thu)00:28 No.2736555
>>2736550
Essentially the only way to make it run smoother is to reduce the number of sprites on screen.
This is accomplished by taking more than one pixel per line from a given sprite. At the moment
it's two. Any more and it starts to go like this:
https://puu.sh/gYzdO/5c98ae2efc.png
Is it really running that badly?
>> [_] Anonymous 04/02/15(Thu)00:29 No.2736557
totally frozen, doesn't do anything. sorry
>> [_] Anonymous 04/02/15(Thu)00:29 No.2736559
I'm running on less than 2ghz and it ran perfectly fine for me.
>> [_] Anonymous 04/02/15(Thu)00:31 No.2736561
>>2736555
it runs nice but its not normal to use 80% of my cpu only on that, but idk if it is because i am
using an old first gen i7
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)00:31 No.2736562
>>2736557
You have to click in for it to capture key presses.
>> [_] Anonymous 04/02/15(Thu)00:34 No.2736565
>>2736555
i7 3720QM, Nvidia Quadro K2000M.
No lag here.
Running Project Spartan on Windows 10 build 10049.
>> [_] Anonymous 04/02/15(Thu)00:35 No.2736567
>>2736565
Also your game uses up about 40% of my CPU time, meaning it caps out two of my cores.
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)00:40 No.2736574
>>2736567
Code execution is single-threaded, but after that Flash allocates resources to graphics on its
own, probably based on CPU speed and how much is on screen at a time. On my i7 3610QM, the last
version used four cores, and this one uses two.
>> [_] Anonymous 04/02/15(Thu)00:40 No.2736575
>>2736561
ok now its at 45%
>> [_] Anonymous 04/02/15(Thu)01:06 No.2736606
Runs much better than the last one. I'm curious about what you're actually trying to accomplish,
though. It looks like you've created some kind of CPU-based rasterizer. I can understand learning
the technique, but you could probably get the same effect running much more smoothly by using
actual 3D.
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)01:08 No.2736610
>>2736606
Basically, for each scanline there's a line across the map texture that matches, so it scales and
rotates the map to match for each scanline.
Can't do real 3D since I'm on CS3.
>> [_] Anonymous 04/02/15(Thu)01:18 No.2736621
>>2736610
But you could still do frustrum culling, right? Why not split the map into octrees and only
perform transforms on the shit in the field of vision?
No "3D" necessary.
>> [_] Anonymous 04/02/15(Thu)01:18 No.2736622
>>2736610
Simple enough. It's a cool technique, and it probably is pretty close to what the SNES sprite
hardware was doing. You might look into WebGL. It's fairly widely supported these days (but of
course, you couldn't show it off here).
Could you just do the perspective calculations yourself and draw the whole map with that
transformation? Not as authentic, but probably a lot faster.
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)01:24 No.2736625
>>2736621
You need exactly one sprite per scan line, so there's no real point in splitting it up further.
I'm pretty sure having slightly larger sprites is cheaper than having many smaller ones.
>>2736622
It can only do affine transformations (transform, rotate, shear, skew, and scale, but no
perspective. Parallel lines stay parallel.) Can't draw triangles either. Essentially, I already
am doing the perspective calculations myself, it's just the implementation isn't streamlined.
>> [_] Anonymous 04/02/15(Thu)01:29 No.2736634
>>2736625
Oh. I figured the whole thing was just one huge sprite.
>> [_] Anonymous 04/02/15(Thu)01:32 No.2736635
The background ruins it.
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)01:33 No.2736636
>>2736634
It's only 256x256.
>>2736635
I know, it's just a placeholder. I need to find something better to use.
>> [_] Anonymous 04/02/15(Thu)01:41 No.2736645
>>2736636
Why not just use the background from SMK?
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)01:42 No.2736647
>>2736645
Couldn't find a clean version of it.
>> [_] Anonymous 04/02/15(Thu)01:47 No.2736649
>>2736647
Use a picture of a butt.
>> [_] Anonymous 04/02/15(Thu)01:47 No.2736650
>>2736625
Ah, that blows. In HTML5 canvas, you can do arbitrary transformation matrices. What's got me
interested lately is pseudo-3D as done in Outrun. No transformations required at all. Pretty good
page on it here: http://www.extentofthejam.com/pseudo/. Maybe it'll help you with this somehow.
>> [_] Anonymous 04/02/15(Thu)01:48 No.2736651
i5 2500k here, no lag but 90% cpu usage on all 4 cores.
>> [_] Anonymous 04/02/15(Thu)01:49 No.2736653
>>2736647
Open emulator, hide layers you don't want, print screen
>> [_] Anonymous 04/02/15(Thu)01:50 No.2736654
>>2736651
Similar on my hex-core FX-6300. ~85-90%.
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)01:52 No.2736656
>>2736653
Didn't think of that.
Anyway, the general idea is that once this is fully up and running, I'm going to fill it out with
content as Cirno Racing, so in the long run it wouldn't be that useful.
>> [_] Anonymous 04/02/15(Thu)01:54 No.2736658
>>2736656
>Cirno Racing
I had high hopes for you and you dashed them in two words. First you took out view angles, now
THIS? Fucking TOUHOU!?
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)01:57 No.2736661
>>2736658
>high hopes
Very funny. What do you want, just a vanilla super mario kart clone?
>> [_] Anonymous 04/02/15(Thu)02:00 No.2736663
>>2736661
Honestly? I was just hoping that you would find a way to optimize this more, or implement it
stronger. I like little ditzy flash toys like this, proof of concept shit that is just cool to
play around with. I'm just salty because I'm sick of Touhou.
>> [_] Anonymous 04/02/15(Thu)02:02 No.2736666
>>2736658
That's right! Get mad! Open the window and shout, "I'm mad as hell, and I'm not going to Touhou
anymore!"
>> [_] Anonymous 04/02/15(Thu)02:03 No.2736669
>>2736666
First of all:
>checked
But second, and more importantly:
>kek'd
>> [_] Rubber NAND !0x524E/n3E 04/02/15(Thu)02:16 No.2736683
>>2736663
There's only so much you can add to a toy before it becomes something more.
>> [_] Anonymous 04/02/15(Thu)02:17 No.2736684
>>2736683
It's fine, make your game. I'm done being butthurt. Honestly, it's pretty cool, and a nice idea
to boot.