Is Construct a fast engine?

New releases and general discussions.

Post » Sat Nov 21, 2009 11:08 pm

If your objects are small and rank in the thousands, the bottleneck is probably in the set up stage.

I doubt Construct uses batching, given that you can run in hardware with no pixel shaders.

amirite?
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Post » Sat Nov 21, 2009 11:18 pm

Still there could be some optimization on that. I mean if you get hit by 50 things at one time, who cares which one hits last. Also your formula 2 bullets per frame seems a bit off. The frame rate would vary widely across different machines... unless that's including timedelta.
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Post » Sat Nov 21, 2009 11:41 pm

[quote="thomasmahler":16sjqt3j]I think it's really fast until you go into anything effects heavy - like using canvas objects for overlay passes or motion blur or heavy pixel shaders or whatever - then it really starts to slow down.

But I'm really happy with the performance already. A typical 2d game without moBlur and heavy effects should still run nicely on most of the machines out there.[/quote:16sjqt3j]

I wonder...if a sprite has both opaque and transparent bit, like with png format, does it take more place?
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Post » Sat Nov 21, 2009 11:46 pm

I tend to backup what im trying to describe with a video, once you see it you might notice why I need so many objects onscreen, as im going for the same video game genre

http://www.youtube.com/watch?v=StP9SLMiTO0&fmt=18

Obviously the whole game is never that hard but it's still existant.
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Post » Sun Nov 22, 2009 12:05 am

Your example probably would be taxing on most low end machines, but probably less for the amount of objects, and more for what they are doing.

Still most machines should be able to run something similar. It didn't seem to me that there was much over a thousand objects at a given time there.
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Post » Sun Nov 22, 2009 12:46 am

[quote="newt":untoi2f8]Your example probably would be taxing on most low end machines, but probably less for the amount of objects, and more for what they are doing.

Still most machines should be able to run something similar. It didn't seem to me that there was much over a thousand objects at a given time there.[/quote:untoi2f8]

Making a game targeted to gaming computers only doesn't seem too efficient though, even when I had an outdated laptop it seems that the example game was still very playable, and it hardly seemed to lag, I keep wondering what kind of secret is used to make so many object do so many dynamic things and yet speed never drops
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Post » Sun Nov 22, 2009 12:57 am

Well David did say something at one time about making some kind of vertcie object. It could have the speed of particles while having the ability of collision detection, but less abilities than a sprite.
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Post » Sun Nov 22, 2009 1:47 am

Out of curiosity, has anyone heard of "single surface objects"? It's a technique that pretty much any 3D API and GPU can do, but the only engine that can be used at the moment that uses it is Blitz3D, with the upcoming Attitude engine also going to use it. I assume it's a 3D technique, though I wonder if it can be done with 2D sprites as well. It's basically a technique for rendering all the objects on a screen as a single surface, and apparently, it can result in a metric ton of objects being rendered like as if there was only one on the screen.

Though there would still be a lot of CPU use concerning 'scripts' for objects (though not as much), unless you use a magic trick involving a single 'script' used by every object relevant to it.
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Post » Sun Nov 22, 2009 2:21 pm

Attitude's condition, at the moment, is pretty questionable Candescence, so mentioning it seems pointless. As for the technique, most of the results that appear seem to be so far either theoretical or for non-realtime applications.
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Post » Mon Nov 23, 2009 5:17 am

this is the first time I ever read the term "single surface objects".

Any real references?


Also, can we see a .cap that slows down when spawning those bullets? in my tests, my 2Ghz Intel Core Duo with crappy intel video behaved really well up untill 3000 bullets, then dropped to 40fps at 4000 bullets.
No shaders, of course. Crappy intel video card. With a horizontal blur, it was already at 10fps at 1500 bullets.

I'd say it's fast enough, even for bullet hell shmups.
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