patternjavaMinor
Drawing 800+ circles in a space-themed shoorter game
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shoorterspace800circlesgamedrawingthemed
Problem
I am making a space-themed shooter game, and I need to render many "lasers" at the same time. I am using the library Slick2D, a wrapper around
Things I've noticed:
Can I have some suggestions on making this code faster or am I stuck because of Slick's internals?
lwjgl. Unfortunately, when there are a lot of these "lasers" on the screen at one time, the game drops from its usual 60 FPS to around 30 or even 20.Things I've noticed:
- Not calling
drawSelf= no lag
- Not calling
.fill= no lag
- As is = lag as stated in title
public void drawSelf(Graphics g){
int[] pos = tr.toSlick(blast.getPosition());
g.setColor(Color.green);
Circle circle = new Circle(pos[0], pos[1], tr.xscale/2);
g.fill(circle);
}
public int[] toSlick(float x, float y){
int [] output = new int[2];
output[0] = (int)(x*xscale+width/2);
output[1] = (int)(-1*y*yscale+height/2);
return output;
}tr is the coordinate transformer object (I'm using jbox2d physics, but that's not impacting anything), and blast is the "Body".Can I have some suggestions on making this code faster or am I stuck because of Slick's internals?
Solution
By looking at documentation, I found another method that is faster at drawing many circles.
I replaced last 2 lines in
and I got a lot less lag. Turns out it did have to do with internals.
I replaced last 2 lines in
drawSelf with:g.fillOval(pos[0],pos[1],tr.xscale,tr.yscale);and I got a lot less lag. Turns out it did have to do with internals.
Code Snippets
g.fillOval(pos[0],pos[1],tr.xscale,tr.yscale);Context
StackExchange Code Review Q#101524, answer score: 3
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