Brian S
Brian S
First area of focus should be on mMap->Draw(). It's taking about .07 seconds to run. FPS wise that's what is killing us. I'll take a deeper look into. There's also...
Before/after some optimization. 42% to 30% in Map::CalculateIndex 21% to 26% in TileSet::Texture 63% to 56%, 7% so far. More to come Those percentages are the total execution time spent...
Map::CalculateIndex now will only do something if the camera changes. TileSet::Texture doesn't have to go through any map lookups if the texture was recently accessed. These two combined took up...
Yeah, the more flexible the better. I tried running the program using the 20x20 grid I generated with the editor and I'm running at ~12fps. The original 10x10 grid is...
I'm going try to tackle this next. Starting with beefing up the map editor. #### Things I hope to add. ##### First Additons 1. New button / Select # tiles....
Several things... - I'm going to let you sort out the Lua handles and all of that. I've never done anything in Lua so I'm not well suited. I'll figure...
Currently Map is drawn with Math::FromSceneSpace and Math::Centering. Is there an easy way to bypass this and specify exactly where I want the map to be drawn from? That would...
What is the difference between Box and SceneBox?
Then are scenebox.x and scenebox.y used for anything?
Sounds good. Another question, was there a reason you reused the mBox.X() and Y() in this function. Was it intentional? ``` void Camera::SetBox(Rectf box){ //The camera box can't be bigger...