| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Quesa 1.7 |
| From: | "Joseph J. Strout" <joe at realsoftware dot com> |
| Date: | Thu, 23 Jun 2005 10:45:35 -0500 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <BEDE637E dot DC38%larsjensen at rcn dot com> <615517468c1c6a2482dcf591d7a175a9 at mindspring dot com> <a0620070cbedf3c18c53d at [10 dot 10 dot 13 dot 4]> <1D92F0E6-2CDB-4C10-981F-D42BED628EF3 at miensoftware dot com> |
At 10:28 AM -0700 6/22/05, Lo Saeteurn wrote: Here's something interesting...When I removed all the NavNodes from a simple map I have, the render FPS jumped from 9 FPS to 130 FPS. Not sure if this is useful or not...The simple map has about 37 objects not counting the NavNodes. There are over a thousand NavNodes though. That's a lot of NavNodes, but it still shouldn't be causing that much of a slowdown. NavNodes are only checked when you cross a node boundary. Is that frame rate only when you're running around (crossing lots of boundaries), or also when just standing still? Have you tried building your app with function names on, and running Shark on it to see where all that time is going? Best, - Joe -- Joe Strout REAL Software, Inc. Vote for REALbasic (twice!) in the LinuxWorld Reader's Choice Awards: http://linux.sys-con.com/general/readerschoice.htm _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
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