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  Can I draw thousands of sprites with good performance?  (Read 3781 times)
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Offline niklasa99

Senior Newbie

Medals: 1

Java games rock!

« Posted 2011-04-11 12:31:53 »


I am making a tile based game which typically will have 25x25 tiles visible at any given time. Now, on top of those tiles are player animations, buildings and a bunch of other stuff so it ends up at around 1000 tiles being drawn every frame.

I get roughly 60fps right now. Is this expected with 1000 tiles?

What is the best way of optimization? Drawing the tiles to larger images and then only redrawing those large images?

Edit: I´m using LWJGL and the sprites are 32x32 pixels each.
Offline kappa
« League of Dukes »

JGO Kernel

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« Reply #1 - Posted 2011-04-11 12:49:25 »

have a look at this thread as it may be relevant.
Offline IronclawsBt

Junior Devvie

Medals: 1

« Reply #2 - Posted 2011-04-11 13:47:02 »

You could definitely get better performance than that. Think of how many triangles a modern game spits out at 60 fps. You are probably not reaching super fast performance because of bandwidth. You may be trying to send too much information to the graphics card each frame. With that said, ask yourself if you actually need more performance. If you are getting 60 fps and you are drawing what you wanted to draw, then don't worry about it. Maybe latter you can try to step that up for low end machines, but there is not much of a reason to spend time optimizing until you are nearly done.

It's not what you know, it's what other people think you know.
Just hope you don't get quizzed on it.
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Offline niklasa99

Senior Newbie

Medals: 1

Java games rock!

« Reply #3 - Posted 2011-04-11 15:29:00 »

Thanks that does make sense.

Is there any good tutorial that explains the basics of fill rate, bandwidth etc?
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