it's normal that this 2 funcs are really slow on armv6 device (ex. iPod 2^gen) ?
i lost about 20-30% speed if i use it.
it's an opengl problem of olds ios devices ?
... mmmm ...
i feel depressed
:-S better go to sleep :!!
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I have only one app prototype that works slow on armv6, other games run fast enough.
And I couldn't figure out why exactly this prototype. Maybe you just solved my problem. I'll check it out when I get back home.
in my particle engine i need to call it for every particle (ex 100 time a frame) and on my ipod if remove this 2 funcs my frame rate is about 20-30%... faster
i think that i need (to speed up things) batch rendering... but is not possible in gideros at the moment right?
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after some "extensive stress" tests with particles seems that setRotation is also "slow" if not even slower than setScale... :-(( (on my iPod 2^gen is very noticeable)
it's really that? :-S
how can i optimize that?
thanks
gianluca.
www.tntengine.com
I've looked at the code but it seems it's optimized and compact already. I'll try to optimize more.
Btw, are you using setScale and setRotation together? If so, I can combine the internal calculations and so that you can get a noticeable increase in speed.
let me check if a can combine together...
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I would like to clarify one thing...
(for those that read this tread and could think that some gideros graphics funtions are slow)
when I say that the two functions are slow, I'm referring to old devices (ipod 2^n gen with armv6) because in reality (in normal use) they are really fast.
my problem is that in my particles system I have to call whenever a particle moves! .. (if there are 200 particles on the screen i need to call for all the particles that need to rotate or zoom or alpha change)
However, the real bottleneck (in my opinion) it is not the lua bytecode (which is indeed very fast) but I think it's the slowness of the graphics hardware of the old IOS device when using most of all rotations, alpha and size scales (i think that the hardware fill rate is slow).
I tried to convert various "hard" parts of the engine in C but the difference is not much ... this to prove my theory (slow graphics hardware).
I also tried on ipad 1st edition (which has a 1GHz processor) and is much slower than my samsung galaxy s (which also has a 1Ghz processor,but moves very well 400 particles on the screen without problems ...)
so... if you (@atilim) can optimize more the engine i really happy but i think that you had already done the best.
i my case i think that i passed the hardware limit of my poor ipod...
anyone has seen on an ipod 2 ^nd gen more than 80 particles move smoothly (with scale, alpha and rotations) ?
thanks.
what do you think?
Likes: atilim
www.tntengine.com
Did you switch "Thumb" mode off when you compiled the plugin for the IPod 2nd gen?
ex.
local qSin = math.sin
local qCos = math.cos
local qRandom = math.random
local qRad = math.rad
local qDeg = math.deg
> "Thumb" mode
no... what is this ?
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http://wanderingcoder.net/2010/07/19/ought-arm/
btw, all of our Xcode projects have Thumb mode "off".
Intresting article!!! :-B
But not change my Doubts.
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