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    Exciting news...

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    • Jonboy
      Jonboy Fuze Team last edited by

      It's still a few months away but,

      INITIAL TESTS INDICATE
      UNIT.. GOOD GRIEF!

      Not that you really need 10k sprites at 1920x1080 at a nice solid 60 FPS!

      pugmartin 1 Reply Last reply Reply Quote 15
      • vinicity
        vinicity F last edited by

        Amazing news!

        1 Reply Last reply Reply Quote 0
        • PickleCatStars
          PickleCatStars F last edited by

          ..................wow!

          1 Reply Last reply Reply Quote 0
          • Dave
            Dave Fuze Team last edited by

            chuckle.... low cackle....hearty laugh....full-on maniacal laugh

            1 Reply Last reply Reply Quote 3
            • Jongjungbu
              Jongjungbu F last edited by

              This is really cool. At least we know performance won't be a big deal for [my] small projects. :D

              1 Reply Last reply Reply Quote 0
              • n_yohan
                n_yohan last edited by

                That performance is definitely impressive! The sky's the limit! Is this to say that our code will be compiled instead of interpreted? Or perhaps something on the backend is being compiled instead of interpreted, or maybe I've missed the mark :)

                1 Reply Last reply Reply Quote 0
                • vinicity
                  vinicity F last edited by

                  Yeah, it world be nice with a short explanation If what this actually means...

                  Also, how will this affect us users, other than a big performance boost? Will everything be backwards/forwards compatible?

                  1 Reply Last reply Reply Quote 1
                  • Jongjungbu
                    Jongjungbu F last edited by

                    Well he said bytecode and that normally means it is compiled but still uses an interpreter. Like Java.

                    1 Reply Last reply Reply Quote 0
                    • pianofire
                      pianofire Fuze Team last edited by

                      AFAIK this will not affect the language so programs should be compatible. Programs that use update() to sync should still run at the same speed they are just more likely to achieve 60fps and can do more work between frames.

                      1 Reply Last reply Reply Quote 5
                      • PB____
                        PB____ last edited by

                        This is great news for the platform, and good to know that this will be coming our way this year-ish :)
                        So if we use tiles that are larger than 14x14px we can fill the screen with sprites of them without issues :D

                        @pianofire are you referring to programs that are using update() to prevent errors about too many operations? Or is this a hint about new commands? (I'm assuming the first :P )

                        pianofire 1 Reply Last reply Reply Quote 0
                        • pianofire
                          pianofire Fuze Team @PB____ last edited by

                          @PB____ I was just trying to explain that existing programs won't run faster but they may run smoother and in future you will be able to do more without dropping frames. Perhaps I didn't phrase it very well!

                          1 Reply Last reply Reply Quote 1
                          • PB____
                            PB____ last edited by

                            Oh, that makes sense :) I was just seeking too much behind the mentioning of the syncing mechanism :)

                            1 Reply Last reply Reply Quote 1
                            • PickleCatStars
                              PickleCatStars F last edited by

                              60hz is always going to be the top limit, but there’ll be fewer frame drops if you have a lot going on. This is good news for me! How much faster is it than what we have now? What’s the framerate for 10,000 bouncing 80x80 images at 1080p, can anyone test?

                              Martin 1 Reply Last reply Reply Quote 0
                              • PB____
                                PB____ last edited by

                                I've written the code from the video and with that exact code I'm mostly at 20 fps (sometimes dips to 19.9 :) )

                                1 Reply Last reply Reply Quote 2
                                • PB____
                                  PB____ last edited by

                                  On the current version, I managed to win up to .5 fps by changing dx[i] = -dx[i] to dx[i] *= -1 (it saves one time accessing the array) and doing the same for dy[i]...

                                  1 Reply Last reply Reply Quote 1
                                  • Martin
                                    Martin Fuze Team @PickleCatStars last edited by

                                    Great work guys (@Luke in particular of course) !!

                                    @toxibunny said in Exciting news...:

                                    60hz is always going to be the top limit, but there’ll be fewer frame drops if you have a lot going on. This is good news for me! How much faster is it than what we have now? What’s the framerate for 10,000 bouncing 80x80 images at 1080p, can anyone test?

                                    Just to quote Jon: "It's still a few months away" - I'm sure more details will follow in due course...

                                    1 Reply Last reply Reply Quote 1
                                    • xevdev
                                      xevdev F last edited by

                                      Can't wait to try this out on some of my projects.
                                      A few can barely muster 10 fps so hopefully this will speed up the whole code base.
                                      Well done and good luck.
                                      In the mean time I'll try for some more speed the old fashioned way ...

                                      1 Reply Last reply Reply Quote 0
                                      • waldron
                                        waldron F last edited by

                                        I know a couple of my games were dropping to 25/26 FPS a large amount of stuff is happening all over in the program so hopefully I can revisit them probably due to the way I was coding it but this will be a good test to see.

                                        1 Reply Last reply Reply Quote 0
                                        • PickleCatStars
                                          PickleCatStars F last edited by

                                          A few months away gives us time to do good stuff now, and then souped-up sequels later on. New Super Fuzeotron X 3D is going to be epic!

                                          1 Reply Last reply Reply Quote 6
                                          • pugmartin
                                            pugmartin F @Jonboy last edited by

                                            To all the team this looks phenomenal.
                                            I remember the change with Amos Compiler at times was insane

                                            1 Reply Last reply Reply Quote 1
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