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AppGameKit Classic Chat / [SOLVED] AppGameKit VS PlayBasic for 2D performance?

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JoeOh45240
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Posted: 6th Feb 2020 21:51
I am currently using AppGameKit classic to develop my current project. I'm not really making this project for a tablet or smartphone. I'm making it for the PC windows (at least for now). It has a lot of sprites being rendered and distances being calculated between sprites locations and such. It is typically worth it to port the current code over to PlayBasic? Thanks-

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blink0k
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Posted: 7th Feb 2020 00:54
Do you use anti-aliased sprites?
JoeOh45240
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Posted: 7th Feb 2020 01:03
Just png files that are usually 100x100 wide. I don't intend to use AA on them. Is that set on by default in AppGameKit?
blink0k
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Posted: 7th Feb 2020 02:42 Edited at: 7th Feb 2020 02:44
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The first image uses AA, it is 32 bit (Note the smooth edges). The second image is 8bit, One color for transparency. (Note the jagged edge)


If you use standard rendering in PB it will render 32bit pngs as 8bit
It is my experience that trying to render 32 bit pngs with AA in PB is very slow and has it's share of bugs.
If you are using 8bit images then it should be fast especially if using the native option, although i have never tried it.

In my experience with both products i have found AppGameKit to perform better.

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DavidAGK
AGK Developer
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Posted: 7th Feb 2020 17:59
I'm running thousands of sprites very speedily in AGK2.
CJB
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Location: Essex, UK
Posted: 10th Feb 2020 21:14
If you need more performance from AppGameKit, try to use an atlas image for your sprites. The more sprites using the same image, the better the performance (as they get batched together for less drawcalls).

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