Fog of War
#12
You're probably right, but at the moment we have two different scripts and I don't have as much experience in RGSS programming as you do. So of course it may work differently in your script than in mine. But there has to be optimization in fow_update_tilemap. In the original code there are large fps drops. The difference is at least 2x in favor of my version of the script. Of course, as I mentioned earlier, I still have frequent drops but it doesn't reach less than 16 on a large map with more events, and in my case the additional load is generated by other scripts, some of which are for a specific fix. I will also add that in my case there are drops only when the fields are undiscovered, but if they are uncovered, the fps normalize, because in such a case the visibility is limited to the screen size and not the entire map. The maximum number of frames is about 36 but with frequent fluctuations, while in yours I have a stable 8-9 fps in all time.
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Messages In This Thread
Fog of War - by Tepe - 11-05-2024, 12:42 AM
RE: Fog of War - by DerVVulfman - 11-05-2024, 05:06 PM
RE: Fog of War - by DerVVulfman - 11-05-2024, 06:15 PM
RE: Fog of War - by Tepe - 11-06-2024, 04:11 AM
RE: Fog of War - by Tepe - 11-06-2024, 02:49 PM
RE: Fog of War - by DerVVulfman - 11-09-2024, 08:21 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 01:13 AM
RE: Fog of War - by Tepe - 11-12-2024, 04:54 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 05:10 PM
RE: Fog of War - by Tepe - 11-12-2024, 05:58 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 08:58 PM
RE: Fog of War - by Tepe - 11-12-2024, 09:53 PM
RE: Fog of War - by DerVVulfman - 11-13-2024, 04:02 AM
RE: Fog of War - by Tepe - 11-14-2024, 01:27 AM
RE: Fog of War - by DerVVulfman - 11-14-2024, 02:19 AM
RE: Fog of War - by Tepe - 11-14-2024, 02:29 AM
RE: Fog of War - by DerVVulfman - Today, 01:57 AM
RE: Fog of War - by Tepe - 8 hours ago
RE: Fog of War - by DerVVulfman - 5 hours ago
RE: Fog of War - by Tepe - 2 hours ago



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