March 24th, 2020: Fixed The Slow Performance


It's been quite the interesting 20 days.  I was heavily distracted with other opportunities, coronavirus worries, and discovering the blissful (super addictive) procedural universe game of Avorion.  Finally, I managed to settle down enough to move the Whyborgs Code Consolidation forward.  The rationale of this project is that I seem to be getting a lot of good work done on my core roguelike engine with such a well-defined scope, so I would continue doing it until the game was done, then export the finished engine and bring it back into my other project.

The new version going up today is going to essentially fix one thing, but a rather important thing it is: the lousy performance of moving through the map.  Part of the reason why this ended up taking so long is because I was distracted by two false leads:

  • First, I thought because the performance seemed to get bad when there were a number of zombies around that it had to do with inefficient AI code in the zombies. 
  • Inefficient or not, the profiler revealed that the real work was being used by the tile rendering, and this became my second red herring.   I spent a bit of time trying to make a tile rendering more efficient.

In time, I realized what was really happening was that not enough work was being done because I had coded the game to only do one thing a frame.  The choppy performance was not because of the AI or because of frame rendering issues: it was because it was actively ignoring the player input by as many frames as there were enemies in the game because it only processed one entity per frame (including the player's).

So this version fixes that.  WhyBorgs is still a long way from being a game, but at least I don't have that embarrassingly terrible performance version up anymore.

Files

Whyborgs 2020 7DRL Standalone.zip 16 MB
Mar 09, 2020

Get WhyBorgs

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