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AppGameKit Classic Chat / Does Moving Sprite Completely Off Screen Stop Sprite From Drawing?

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JeZxLee
7
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Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 10th Dec 2017 23:01
Hi,

Have another question:
If I move a sprite completely off of the screen does AGK2 stop drawing the sprite?
(I ask in terms of overall game performance)

Thanks!
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 10th Dec 2017 23:11 Edited at: 10th Dec 2017 23:14
i think the drawing buffer is only the visible part, means outside there is nothing where it can set pixels.
but collision handling should be also off screen.
Benchmarking:
https://www.appgamekit.com/documentation/Reference/Benchmarking.htm
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Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 11th Dec 2017 00:10
I'm with Markus, I think once it's off screen it's not longer drawn. But it's probably still included in the collision operations (if you're using that).

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JeZxLee
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Location: Long Island, New York, United States, Earth
Posted: 11th Dec 2017 03:24
Hi,

Ok, thanks for the verification.
Project is a puzzle game so there are no collision operations being used...
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
JeZxLee
7
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Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 11th Dec 2017 16:19
Hi,

This is not correct.
On the [How To Play] animated screen if I let it run for 20 minutes on Android the Frames Per Second slowly goes down.
There are alot of sprites active, but only about 15% of them are on the screen at a time(while others are completely off of the screen).

Let me hit this with a hammer and if I can't fix it I'll come back and ask for help.
Thanks!
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 11th Dec 2017 16:44
It could be for a number of reasons.
If you're running for 20 mins, adding sprites and never deleting sprites that are not used, you'll have problems irrespective of if they are being drawn.
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Markus
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Posted: 11th Dec 2017 17:31
see my link with benchmark commands and print them at screen.
AGK (Steam) V2017.09.25 : Windows 10 Pro 64 Bit : AMD (17.11.4) Radeon R7 265 : Mac mini OS High Sierra (10.13)
JeZxLee
7
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Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 11th Dec 2017 17:48
Hi,

I think we are OK now.
Deleting the colored box sprites after use seems to have stopped the performance drain on Android.
(I have a Frames Per Second display to see performance)

Thanks!
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 11th Dec 2017 18:10 Edited at: 11th Dec 2017 18:51
If it was a slowdown due to drawing, you'd notice it immediately not over time. Sounds like you were slowly consuming memory. How often were those colored boxes being created?

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"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
JeZxLee
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Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 11th Dec 2017 21:15
Hi,

Everything is ok...
The screen which had the performance issue is below.
It was the [How To Play] animated screen which shows player how the game works.
(the colored boxes would change every 5 seconds and then matches of 3 would disappear)

Thanks!

JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!

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