Author Topic: v2.32 (master) and v2.33 (dev) are up!  (Read 3123 times)

Adam Atomic

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v2.32 (master) and v2.33 (dev) are up!
« on: Thu, Apr 1, 2010 »
Ok, there is a verified stable patch for v2.31 up on the master branch!  Download it and enjoy :)

There is also a new development build up (v2.33) that has some kinda cool stuff.  If you pull down the dev console in 2.33 you will notice there is a bunch of new frame timing data - it's not SUPER granular but hopefully it will help with understanding how flixel works and even with debugging occasionally!

v2.33 change list:

Code: [Select]
> New class!  FlxMonitor.as
- Stores and averages a window of values
> FlxConsole updates
- Developer console now shows millisecond timing
  for a variety of processes
- Game updates, game rendering, flash idle time, etc
> FlxG.framerate is a getter/setter now
- Change SWF framerate at any time
« Last Edit: Thu, Apr 1, 2010 by Adam Atomic »

krix

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Re: v2.32 (master) and v2.33 (dev) are up!
« Reply #1 on: Thu, Apr 1, 2010 »
Hey Adam,
Thanks for the quick fix on 2.30!
However I still have some performance problems when colliding a bunch of objects at once.
I made two demonstrations to picture the problem:

1) compiled with flixel2.23/flexSDK3/flashdevelop/windows7:
http://thekrix.de/games/flashviewer.php?swfobject=massobjects_old.swf

and

2) compiled with flixel2.32/flexSDK4/flashdevelop/windows7:
http://thekrix.de/games/flashviewer.php?swfobject=massobjects_new.swf

In both examples I can easily add up to 3000 objects without having my fps drop under 55.
But if I check for collisions (press c) I get a serious framedrop on example 2 while example 1 runs still pretty well.
I'm guessing that this may has to do something with changes in the quadtree.

I can post the source code as well if you like but I do nothing special here.
The collisions are done with FlxG.collide(GrpObjects, GrpObjects)

Would be sooo cool if you could have a look into this!
Keep up this ubercool framework!

Best Regards,
Dirk

Adam Atomic

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Re: v2.32 (master) and v2.33 (dev) are up!
« Reply #2 on: Thu, Apr 1, 2010 »
Hey krix - I did make some changes to the quad tree's default behavior to better accomodate more "normal" game cases.  Try fiddling around with the new variable FlxU.quadTreeDivisions - I think the default is 3, and you might get better performance with 4 or 5?  You could double check the quad tree's world boundaries as well.  You should be able to get about the same behavior out of it with some little tweaks!

krix

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Re: v2.32 (master) and v2.33 (dev) are up!
« Reply #3 on: Thu, Apr 1, 2010 »
Hey krix - I did make some changes to the quad tree's default behavior to better accomodate more "normal" game cases.  Try fiddling around with the new variable FlxU.quadTreeDivisions - I think the default is 3, and you might get better performance with 4 or 5?  You could double check the quad tree's world boundaries as well.  You should be able to get about the same behavior out of it with some little tweaks!

Oh hai :)
Thank you so much for the quick reply!
It totally worked the adjusted boundaries runs like a dream now!!
However I would have never had the idea to do this so thx again man!

Just out of curiosity why is the boundary for the quad tree set to 256x the screen size by default?

Cheers,
Dirk

Adam Atomic

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Re: v2.32 (master) and v2.33 (dev) are up!
« Reply #4 on: Thu, Apr 1, 2010 »
mmmm cuz i didn't really know what else to set it at as a default value...probably there is something more reasonable to punch in there, and i guess big levels or scrolling areas people will be calling "follow" which would adjust the boundaries anyways...it's probably safe to initially do a screen (or roughly screen) size setup now.  i'll add that to my list :)

Matoking

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Re: v2.32 (master) and v2.33 (dev) are up!
« Reply #5 on: Fri, Apr 2, 2010 »
The new versions still have the problem with the collisions. :(
http://flixel.org/forums/index.php?topic=1324.msg8905#msg8905

EDIT :
Okay, I got it fixed, somehow. I don't even know how.
« Last Edit: Sun, Apr 4, 2010 by Matoking »