Re: [xmoto-dev] overall performance improvements

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xmoto 0.1.0 was made from scratch in approximately one month. My guess
is that half the time was used to prevent the physics from exploding
Did you create the VDraw and GUI also from scratch?


lower accuracy, but on very rare occasions it might blow up. It's
quite hard to test and why physics stink :)
It's also quite difficult to test because it currently requires human
interaction


Lowering PHYS_QSTEP_ITERS maybe has no negative consequences, so maybe
it's a good idea to try it - and simply see whether people start
having problems.
If it's done I'd suggest that it's set to 5 regardless of which mode
the game is run in - in that way more people will try it out, and
unstability would be easier to track down.
I did some additional testing , with a value of 5 the bike can start moving
when I don't touch anything. 7 seams really good enough.

The game currently is trying to perform 100 fps. I don't understand
the code well enough
to understand if those are virtual frames or real frames. Would it be
possible to create a version that aims at about displaying 20 fps?



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