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avatar_zhulien

Tile rendering alternatives

Started by zhulien, 18:28, 05 August 24

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andycadley

2 will almost certainly perform horribly. In any sane tile storage system looking up a given tile will be many orders of magnitude less complex than calculating the relevant screen address. Maybe for screens built up of objects rather than tiles it might make sense but otherwise definitely not.

roudoudou

#26
Quote from: lmimmfn on 01:38, 06 August 24The fastest way to render them is(and always is) via the stack but that means disabling interrupts or rendering between interrupts but considering the vsync also, I.e. don't render to screen at the point of vsync(worse if rendering multiple lines with each one impacted by vsync)
You could use dual buffering, using the stack on the back buffer thus eliminating the interrupt issues.
wrong, the fastest way uses dedicated routines for each tile. forget stack

edit: i know an exception BUT cannot be applied to a generic tileset, in Dragon Ninja. the display is full of dedicated tricks
My pronouns are RASM and ACE

gurneyh

An interesting post, proposing an intermediary between ad hoc code and use of the stack


https://www.cpcwiki.eu/forum/programming/optimisation-corner/msg81393/#msg81393

zhulien

Quote from: gurneyh on 17:36, 18 September 24An interesting post, proposing an intermediary between ad hoc code and use of the stack


https://www.cpcwiki.eu/forum/programming/optimisation-corner/msg81393/#msg81393
Very good advice.  Even a blank is a type of tile if we are scrolling tile offsets.  So imagine we are in a dungeon and we have walls thst we scroll around in tile increments (perhaps it could appear smooth, but the player cannot be at a location between tile spaces- like a chess board).  It makes a lot of sense if there is dedicated routines for at least some tile types (Blanks, water).

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