Tile-Game Water Physics

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Post » Sat Jan 04, 2014 1:43 am

@R0J0hound So, in event 3, I changed wait 0.1 to wait 0, and it became that the FPS is 60 but drops to 25 every 2 seconds. Er, what do I do? Thanks!
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Post » Sun Jan 05, 2014 9:22 pm

Hard to say if the idea is implemented right from a picture but it looks somewhat on par. You can extend the idea future by perhaps instead of looping through half of the array at a time, loop through a fourth or tenth.

Another idea is to not call updatetile every time. I don't know what it's doing exactly but it probably is a main fps eater if it creates new tiles or does something with all the tiles.
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Post » Sun Jan 05, 2014 10:14 pm

@R0J0hound Well for the large array basically I have tiles onscreen, and when they scroll off-screen, they go to the other side, and update. Update tile is the function that is called that updates their animation frame. In the debugger, it is second to using CPU. First is the water.
Also, I made it go through the array in quarters, but it seems to get WORSE rather than better.InvaderX2014-01-05 22:17:25
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