New game idea needs measuring...

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Post » Wed Aug 18, 2010 9:35 am

FPS: 72
Particles: 315
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Wed Aug 18, 2010 10:09 pm

Thanks guys. I think I know which way to go now.

[quote="Yarfapet":92zo42j0]64bit Laptop with Intel Graphics (If that means anything)[/quote:92zo42j0]
Actually it does. It confirms that with the effects and such the physics still are the time consuming part. (cpu more important than gpu)

[quote="SoldjahBoy":92zo42j0]Pretty sure I wouldn't see a drop in framerate with up to 2000 particles but they drain off the screen at the same rate as they are spawned. :)[/quote:92zo42j0]
That could easily be, although there are a few things going on behind the scenes (e.g. a for each loop in every tick setting values through math equations). But my goal with this test was to find the lowest max value to bring it down to a common denominator. Next step will be making it time dependent instead of frame dependent as much as possible.
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Post » Wed Aug 25, 2010 8:20 pm

Tulamide how did you do those awesome water effects?.Mine is 75 fps 700 particles.
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Post » Wed Aug 25, 2010 10:54 pm

[quote="DravenX":1bcjx526]Tulamide how did you do those awesome water effects?.Mine is 75 fps 700 particles.[/quote:1bcjx526]
Inspired by the quaziblobs, I created an effect doing it, let's call it the blob-shader. But it's not completed yet, that's why I didn't post it yet.
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Post » Mon Jan 24, 2011 12:53 pm

Is there a source code available?
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Post » Mon Jan 24, 2011 5:49 pm

[quote="Jarzka":13ts5w12]Is there a source code available?[/quote:13ts5w12]
viewtopic.php?f=2&t=8215&p=63764#p63764

page 1, post 9 "fluid.rar"
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