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 1 
 on: 2017-01-16 22:20:36 
Started by Rach - Last post by princec
I think we need to see some profiling data before jumping to any conclusions.

80mb of data per frame is trivial, especially as once it's gotten to VRAM it's fast as hell.

Cas Smiley

 2 
 on: 2017-01-16 20:30:23 
Started by BurntPizza - Last post by Apo
Played a bit with some fractals

 3 
 on: 2017-01-16 17:16:05 
Started by Rach - Last post by VaTTeRGeR
100 images with each three 8-bit channels at 512x512 resolution would be roughly 80MByte of raw image data in vram.
That's nothing.

Your problem is likely seated in how you use the JavaFX api to render your images and also how many you render at once!

Could you post the rendering part and some rough numbers on how many images are drawn at once with that method?
(I cannot help you with JavaFX specific stuff though, just general stuff)

Also, LibGDX might be something for you, it's not an engine and all you need to make a snappy 2d game with gui is included.

 4 
 on: 2017-01-16 16:53:01 
Started by Rach - Last post by Rach
Hi,

I am developing a turn-based strategy game in JavaFX and I'm having performance issues when loading 60+ PNG images (each image min 300 x 300px) that represent provinces. The idea behind map generation is to use a static overall map shape and the shape of its provinces. But each province would be represented by one of four images, representing a different terrain type. Thus each time a player would start a new game the map would be changed. Also, during gameplay, province images would be changed to represent seasons change.

So, my initial idea was to have at least 60 provinces (preferably up to 100) where each province would have 4 type images and 4 seasonal images. I know ... A LOT of images.

The problem I'm having is when I load more than 50 images, zooming, scrolling, and button responsiveness starts to lag on iMac. On Windows laptop, I get serious lag even with less than 30 images.

I've searched a lot on the internet on how to approach the programming of an image-based world map, but without success. All I could find is either hex approach or HOI or EU style approach. For now, I would like to stick with my idea of using images, so if anyone can help me solve this performance issue I would be much grateful. Or, if anyone has another idea of ho can I generate a dynamic world with provinces that can graphically change.
Also, I would like to program this myself without using game engines like Unity.

The thing is I don't really have a much understanding of how each image and it's size affects memory usage, so I'm basically doing a trial&error approach. And right now I'm stuck on "errors".

Sincere thanks for all your goodwill and help!
Rach



 5 
 on: 2017-01-16 15:35:23 
Started by BurntPizza - Last post by J0
Just received my assessment brief for this term in Games Programming; basically we have to make a 2D game using SFML (a c++ library used to support various kinds of inputs and outputs); first thing I looked up: Does SFML support direct OpenGL calls? The answer is yes Cheesy This is gonna be fun.

 6 
 on: 2017-01-16 15:10:58 
Started by BurntPizza - Last post by Longor1996
-snip-

Quick, make a highway chase scene with zombies!

 7 
 on: 2017-01-16 12:57:33 
Started by DayTripperID - Last post by DayTripperID
@philfrei Thank you. Yes, it dawned on me when I woke up in the middle of the night and was trying to fall back asleep. <? extends T> is any class that, well extends T, lol. <? super T> is any class that is extended by T. Now I have the concept on lockdown.

 8 
 on: 2017-01-16 11:58:09 
Started by orange451 - Last post by TGStudiosDE
Thank you that solved the Problem Smiley

 9 
 on: 2017-01-16 10:34:53 
Started by BurntPizza - Last post by kevglass
Got a bit obsessed with drawing vehicles for my zombie game, the road seems a bit blocked this morning:



Cheers,

Kev

 10 
 on: 2017-01-16 09:33:34 
Started by DayTripperID - Last post by princec
Usually I end up trying every combination of super and extends until it compiles. The logic behind it is indeed logic, but so hard to grasp just by glancing at something that even now after, what, over 10 years of using generics, I still can't get it right first time.

Quote
And all this discussion, interesting discussion at that, could be solved with double dispatch.
Heh Smiley And another language. But here we are.

Cas Smiley

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