9/1/2023 0 Comments Dwarf fortress fps spikesOn mobile devices, fill rate can be limited (slower to draw pixels). I tried to compress my tileset.tex (which is used to build the Tileset scene) using the "Compress WebP : 0.2", the "Compress PNG" and "Compress VRAM", but any of them make the fps higher.Įach tile of my tileset are 64圆4 images like this one:Įvery tips are welcome, I can give more information if needed but the main fps drop issue is due to my TileMap. Right now, this is the area covered by this function according to a 1080*1920 resolution (everything in dark grey and light grey are covered by the area): I would like to find a way to optimize the game, maybe with a chunk system which is really common on randomly-generated-terrain games, but I don't know how to proceed. This major issue is about the TileMap on Android, once the function _UpdateGrass() has been executed, the game is lagging and FPS drop from 50(without the TileMap) to 07, which is obviously bad. Get_node("TileMapFloor").set_cell(actualchunk.x, actualchunk.y, 0)Īctualchunk = Vector2(actualchunk.x+1, actualchunk.y)Īctualchunk = Vector2(startchunk.x, actualchunk.y+1)įor the moment, it's only one tile, I know, but I will make it more complicated once I will manage to fix a major issue. The first step I would like is filling an area with tiles, so I'm using a while loop like this: func _UpdateGrass(): ![]() ![]() I'm trying some little things on Android, especially terrain generation.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |