Exciting news...



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


  • F

    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?



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



  • 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]...


  • Fuze Team

    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...


  • F

    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 ...


  • F

    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.


  • F

    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!


  • F

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


  • Donator

    nice, looking forward to it


Log in to reply