Hi - question for someone pretty familiar with the gloss code: what are
the most fruitful areas for optimization, as far working with gloss?
What sort of factors tend to be the most significant in terms of
processing power, or do the most to prevent lag? E.g., number of objects
you are attempted to draw on the screen? Size/resolution of the bitmaps
being painted? Amount of rotation / resizing that is done? Any other
useful optimization-related tips or insights?
I'm coding a 2D arcade game, and I'm developing on low-end hardware (no
hardware graphics acceleration). When I get anything more than about
eight bitmaps and fifteen shapes on the screen at once, everything gets
really jittery, like the frame rate has dropped real low. Not saying of
course that my simulation math couldn't use a lot of optimization, but
I'm inclined to look to the graphics aspect first.
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frigidcode.com