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Benchmark 2
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14th November 2017
I posted Benchmark 2 over on Socoder, yesterday.
You can Download the Benchmark here. -=-=- The reason I didn't post it here, is because I more or less know the results, already. I just wanted to see if a quick 2-second burst would be enough to let me know how fast the system can perform certain tasks, and it seems to work enough. Back in my 2010 framework, I used a short benchmark test as the game was loading, to stress test the system's abilities, and I think that'll probably be happening again with this framework. 2 seconds is enough time to scroll the AGameAWeek logo into place, and play the jingle. During that time, a flood of Alpha0, invisible sprites will bombard the screen and the system will record how much is too much for your system, then reduce the number of none-essentials (stars and particles and whatnot) accordingly. .. Or at least, that's the plan, anyway! Whether that works, we'll have to wait and see. MeanwhileI spent most of yesterday working on Strings, converting a bunch of functions from Char* to std::string, and it's made for a very messy amount of leftovers, with the common recurrence of c_str() being one of the most alarming. Going forward, I'm going to have to deal with all this stuff on a weekly basis. Having to add Game. to all the function names, and putting those c_str's in when trying to draw text. It's going to make every game that little more complicated to write, but I'm hopeful that I can get everything working on enough different targets that it's all worth it. Views 104, Upvotes 17
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