Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
JoeOh45240
7
Years of Service
User Offline
Joined: 14th Feb 2017
Location: USA
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-

The author of this post has marked a post as an answer.

Go to answer

blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 7th Feb 2020 00:54
Do you use anti-aliased sprites?
JoeOh45240
7
Years of Service
User Offline
Joined: 14th Feb 2017
Location: USA
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
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 7th Feb 2020 02:42 Edited at: 7th Feb 2020 02:44
This post has been marked by the post author as the answer.
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.

Attachments

Login to view attachments
DavidAGK
AGK Developer
10
Years of Service
User Offline
Joined: 1st Jan 2014
Location:
Posted: 7th Feb 2020 17:59
I'm running thousands of sprites very speedily in AGK2.
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
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).

Login to post a reply

Server time is: 2024-04-16 13:55:54
Your offset time is: 2024-04-16 13:55:54