Yes of course I tried it. With RebelSDL it is a bit faster. 5 pages per frame.
Again, I have this bottleneck only on Amiga (OS4/MOS), the win target runs fast and smooth without any plugins.
The other problem is that the large difference between frames. With the fastest RebelSDL it is oscillating between 2 and 5 pages per frame. With GLGalore it is between 1 to 3. It is hard to make it smooth if I want to do something between frames.
In the meantime tried to make the same test with LÖVE game engine (love2d.org). It has an sdl 1.2 OS4 port by Bszili. I think it runs on minigl too, and using lua as the language, so the comparison is reasonable.
The result is 1 page per frame.
Looks like Hollywood's performance is quite good for a high level language, but what is the reason of the large swing? I know that a multitasking environment can not guarantee equal cycles for a task. Is there anything that I can do with this?
GL Galore brush speed test (for tilemapped games)
Re: GL Galore brush speed test (for tilemapped games)
GL galore has a 68k +fpu+gfx card version do t know if has meaning for what you are trying to achieve thougth:-)
Christos
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Re: GL Galore brush speed test (for tilemapped games)
Not sure, the slowdowns could indeed come from the fact that there are other apps that also need to be given some CPU time. Doing 800x600 tile-based drawing in a scripting language is probably too much for Amiga hardware. I'd do it like this: Draw in 320x240 and then use the GPU to scale it to 800x600. Of course the quality will be worse but it should be possible to achieve more FPS that way.