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| From: | "HeavenY" <sky AT infinity DOT net> |
| Newsgroups: | comp.os.msdos.djgpp,rec.games.programmer |
| Subject: | Re: Compiled faster rle sprites in Allegro?! |
| Date: | Fri, 8 Aug 1997 19:06:16 -0500 |
| Organization: | Sky AT Infinity DOT Net |
| Lines: | 30 |
| Message-ID: | <5sg8v5$1cn@News.concepta.com> |
| References: | <01bca43a$76d41440$39a340c2 AT pjheilg DOT goslar DOT netsurf DOT de> |
| NNTP-Posting-Host: | modem-7.globco.com |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Janko Heilgeist wrote in article
<01bca43a$76d41440$39a340c2 AT pjheilg DOT goslar DOT netsurf DOT de>...
>Hi,
>we tried to optimize our tile based game engine by using compiled sprites
>instead of rle sprites.
>
>Result: 30000 tiles need 21 seconds with compiled sprites (20 seconds with
>rle sprites)
>
>We used the sprite routines draw_rle_sprite and draw_compiled_sprite of
>Allegro 2.2
>
>Why?????????????????????
>
>Greetings
> Janko and Stefan
>
I'm not a professional in speed matters. But I can tell you this...
If you've got a Pentium processor, tight loops are more efficient than
compiled
sprite because the processor can hold the entire code sequence in its
internal
cache and only needs to read in memory for the sprite, not the code...
HeavenY
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