After realizing that I was poorly rushing through my code and missing some big design flaws, I decided to take a week and just hit the notepad/pen and rework some of the major elements of my game engine. And I feel it paid off. I am able to get 30+ fps on my crappy laptop with 2mb of vid mem and a 266 mhz processor and 86+ fps on my desktop p3 933 mhz with 16mb vid mem.
You can download the demo here.
It features:
1-Full functioning map scrolling with custom clipping algorithms (that was the hardest hill to climb!)
2-Interactive GUI - you can use the sample combobox to adjust mouse movement speed.
3-No wasted blits as my custom clipping algorithms ignores tiles that are outside of the viewable area and properly clips/adjusts those that are.
Now that I've got these features in place I can start to work on the map/scenario editor (which I will *probably* release with the final game) and the troopers'/bots' AI.
Let me know what you think!



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That's something I need to work on. I have spent the last week or so, reworking my scrolling/tile clipping routines and I need to get back in there and tweek my DI code. Right off hand, I don't have an exact answer as to why it's "sticking". Whenever I tweeked it to allow "autoscrolling" this bug popped up.
They have pretty sorry computers though.
good job working on that.