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	<title>Comments on: Bold Pixel Engine Blit Performance Test</title>
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	<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test</link>
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		<title>By: Free Online Games</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-514</link>
		<dc:creator>Free Online Games</dc:creator>
		<pubDate>Tue, 16 Feb 2010 22:17:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-514</guid>
		<description>As i usually preferred to publish in my site something comparable yours somehow you</description>
		<content:encoded><![CDATA[<p>As i usually preferred to publish in my site something comparable yours somehow you</p>
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		<title>By: Arcadelady</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-433</link>
		<dc:creator>Arcadelady</dc:creator>
		<pubDate>Mon, 08 Feb 2010 14:59:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-433</guid>
		<description>Super-Duper site! I am loving it!! Will come back again - taking you feeds also, Thanks.</description>
		<content:encoded><![CDATA[<p>Super-Duper site! I am loving it!! Will come back again &#8211; taking you feeds also, Thanks.</p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-420</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Sun, 07 Feb 2010 19:38:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-420</guid>
		<description>Maybe that would work, I honestly don&#039;t know, but it&#039;s worth a shot for testing sake. I admit I&#039;m very happy with the draw solution because I&#039;m not imagining a bunch of objects rotating.

I still have to do a rotation and scaling test with the current code, but the one I did very early in development didn&#039;t show much of an impact, exception made to having hundreds of objects.</description>
		<content:encoded><![CDATA[<p>Maybe that would work, I honestly don&#8217;t know, but it&#8217;s worth a shot for testing sake. I admit I&#8217;m very happy with the draw solution because I&#8217;m not imagining a bunch of objects rotating.</p>
<p>I still have to do a rotation and scaling test with the current code, but the one I did very early in development didn&#8217;t show much of an impact, exception made to having hundreds of objects.</p>
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		<title>By: HybridMind</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-418</link>
		<dc:creator>HybridMind</dc:creator>
		<pubDate>Sun, 07 Feb 2010 16:53:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-418</guid>
		<description>Great engine test example!  I&#039;ve been digging into blitting methods as well bunch this week as I have been working on getting flash games to run quicker on the iphone via cs5 beta.  

Using the single canvas bitmap method and blitting using copypixels from tilesheets definitely works amazing in that case as well as the obvious normal flash in browser case as well.  

As far as memory consumption concerns why not simply store the tilesheet bitmap data as a static const bitmap data object?  that way there is only one copy regardless of the numbers of sprites of a similar type?  I couldn&#039;t tell for sure but maybe you can&#039;t do that in your test above because you are creating those bitmaps on the fly?  It should work in a standard &#039;sprite&#039; scenario though right?

Dig the new site design too!</description>
		<content:encoded><![CDATA[<p>Great engine test example!  I&#8217;ve been digging into blitting methods as well bunch this week as I have been working on getting flash games to run quicker on the iphone via cs5 beta.  </p>
<p>Using the single canvas bitmap method and blitting using copypixels from tilesheets definitely works amazing in that case as well as the obvious normal flash in browser case as well.  </p>
<p>As far as memory consumption concerns why not simply store the tilesheet bitmap data as a static const bitmap data object?  that way there is only one copy regardless of the numbers of sprites of a similar type?  I couldn&#8217;t tell for sure but maybe you can&#8217;t do that in your test above because you are creating those bitmaps on the fly?  It should work in a standard &#8216;sprite&#8217; scenario though right?</p>
<p>Dig the new site design too!</p>
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		<title>By: whitdemon</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-415</link>
		<dc:creator>whitdemon</dc:creator>
		<pubDate>Sat, 06 Feb 2010 09:21:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-415</guid>
		<description>Nova imagem :D bemmmmm giraaaaaa

e boaaaa...?</description>
		<content:encoded><![CDATA[<p>Nova imagem <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  bemmmmm giraaaaaa</p>
<p>e boaaaa&#8230;?</p>
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		<title>By: Mat Groves</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-405</link>
		<dc:creator>Mat Groves</dc:creator>
		<pubDate>Fri, 05 Feb 2010 00:02:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-405</guid>
		<description>Hi Vlad blitting definitely is the way forward! I found that caching rotations for bitmaps works really well in some situations.

The last game we made had every frame cached with 16 angles for our zombies and it allowed for super fast rendering. http://www.daytradersofthedead.com/ (the game runs at 50fps)

In the game the only thing thats getting &quot;rotated&quot; is the main guy. everything else is copy pixels.

I guess the trade off is that it can take up a lot of memory. But if the sprites are small its the best way to go!</description>
		<content:encoded><![CDATA[<p>Hi Vlad blitting definitely is the way forward! I found that caching rotations for bitmaps works really well in some situations.</p>
<p>The last game we made had every frame cached with 16 angles for our zombies and it allowed for super fast rendering. <a href="http://www.daytradersofthedead.com/" rel="nofollow">http://www.daytradersofthedead.com/</a> (the game runs at 50fps)</p>
<p>In the game the only thing thats getting &#8220;rotated&#8221; is the main guy. everything else is copy pixels.</p>
<p>I guess the trade off is that it can take up a lot of memory. But if the sprites are small its the best way to go!</p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-401</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Thu, 04 Feb 2010 22:58:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-401</guid>
		<description>Hey MichaelJW, yep, seems so. We felt we needed to arrange it a bit, it was starting to feel too tight.</description>
		<content:encoded><![CDATA[<p>Hey MichaelJW, yep, seems so. We felt we needed to arrange it a bit, it was starting to feel too tight.</p>
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	<item>
		<title>By: Audi wins Engine of the Year Award &#124; Audi V10 - Sports Car News</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-400</link>
		<dc:creator>Audi wins Engine of the Year Award &#124; Audi V10 - Sports Car News</dc:creator>
		<pubDate>Thu, 04 Feb 2010 22:14:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-400</guid>
		<description>[...] Bold Pixel Engine Blit Performance Test &#124; Vortix Games Blog [...]</description>
		<content:encoded><![CDATA[<p>[...] Bold Pixel Engine Blit Performance Test | Vortix Games Blog [...]</p>
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		<title>By: MichaelJW</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-399</link>
		<dc:creator>MichaelJW</dc:creator>
		<pubDate>Thu, 04 Feb 2010 21:24:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-399</guid>
		<description>Hullo, new design? Very nice!</description>
		<content:encoded><![CDATA[<p>Hullo, new design? Very nice!</p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-blit-performance-test/comment-page-1#comment-397</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Thu, 04 Feb 2010 18:00:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=589#comment-397</guid>
		<description>Very early in development, I tested caching of rotations. Basically, I had a cacheRotation flag that, when set to true, created another texture at every 5 degrees if I recall correctly.

For a character with a number of animations, it ended up returning an error, don&#039;t remember which one unfortunately.

I still believe that not caching and drawing the transformed texture is the way to do it because I can&#039;t think of a scenario where we&#039;ll have hundreds of rotated textures.</description>
		<content:encoded><![CDATA[<p>Very early in development, I tested caching of rotations. Basically, I had a cacheRotation flag that, when set to true, created another texture at every 5 degrees if I recall correctly.</p>
<p>For a character with a number of animations, it ended up returning an error, don&#8217;t remember which one unfortunately.</p>
<p>I still believe that not caching and drawing the transformed texture is the way to do it because I can&#8217;t think of a scenario where we&#8217;ll have hundreds of rotated textures.</p>
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