Juju thinks he's so clever by putting funny stuff here
Started by MateoConLechuga, January 29, 2016, 02:59:00 am
0 Members and 1 Guest are viewing this topic.
Quote from: DJ Omnimaga on April 24, 2016, 07:17:21 pmWow that seems fast I wonder if a smooth Mario game would be feasible?
Quote from: MateoConLechuga on April 24, 2016, 08:00:18 pmQuote from: DJ Omnimaga on April 24, 2016, 07:17:21 pmWow that seems fast I wonder if a smooth Mario game would be feasible?This is pretty much the whole point for making a really versatile tilemapping engine Platform games should be really easy to make now; and games like pokemon and zelda will be super simple too. The above tilemap demo draws at 34 fps using the clipped tilemapper, while using the unclipped tilemapper results in 44 fps. Scrolling just seems slow because of the OS key debouncing routines, which can be avoided by using the keypad library.For the graphics test; here are the results per second:495 clipped circles772 clipped lines1808 clipped rectangle outlines779 unclipped circles
char *ti_Detect(void **curr_search_posistion, const char *detection_string);char *ti_DetectVar(void **curr_search_posistion, const char *detection_string, uint8_t var_type);char *ti_GetTokenString(void **read_pointer, uint8_t *length_of_token, unsigned *length_of_string);void *ti_GetDataPtr(const ti_var_t slot);
Quote from: DJ Omnimaga on May 19, 2016, 09:47:00 pmGreat job guys. That is a lot of updates and I'm glad that the 84+CE community got an independent set of libraries.
QuoteAnd yeah a BASIC parser hook would be nice.
CodeWalr.us 2.0 © 2019, DJ Omnimaga & Juju
Page created in 0.033 seconds with 34 queries.