Is Construct a fast engine?

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  • Your example probably would be taxing on most low end machines, but probably less for the amount of objects, and more for what they are doing.

    Still most machines should be able to run something similar. It didn't seem to me that there was much over a thousand objects at a given time there.

    Making a game targeted to gaming computers only doesn't seem too efficient though, even when I had an outdated laptop it seems that the example game was still very playable, and it hardly seemed to lag, I keep wondering what kind of secret is used to make so many object do so many dynamic things and yet speed never drops

  • Well David did say something at one time about making some kind of vertcie object. It could have the speed of particles while having the ability of collision detection, but less abilities than a sprite.

  • Out of curiosity, has anyone heard of "single surface objects"? It's a technique that pretty much any 3D API and GPU can do, but the only engine that can be used at the moment that uses it is Blitz3D, with the upcoming Attitude engine also going to use it. I assume it's a 3D technique, though I wonder if it can be done with 2D sprites as well. It's basically a technique for rendering all the objects on a screen as a single surface, and apparently, it can result in a metric ton of objects being rendered like as if there was only one on the screen.

    Though there would still be a lot of CPU use concerning 'scripts' for objects (though not as much), unless you use a magic trick involving a single 'script' used by every object relevant to it.

  • Attitude's condition, at the moment, is pretty questionable Candescence, so mentioning it seems pointless. As for the technique, most of the results that appear seem to be so far either theoretical or for non-realtime applications.

  • this is the first time I ever read the term "single surface objects".

    Any real references?

    Also, can we see a .cap that slows down when spawning those bullets? in my tests, my 2Ghz Intel Core Duo with crappy intel video behaved really well up untill 3000 bullets, then dropped to 40fps at 4000 bullets.

    No shaders, of course. Crappy intel video card. With a horizontal blur, it was already at 10fps at 1500 bullets.

    I'd say it's fast enough, even for bullet hell shmups.

  • Attitude's condition, at the moment, is pretty questionable Candescence, so mentioning it seems pointless. As for the technique, most of the results that appear seem to be so far either theoretical or for non-realtime applications.

    Attitude's condition is fine, I talk to Endri regularly. The reason he doesn't post updates or anything new in the way of videos or pics (though he told me he was planning on releasing a vid soon) is that he prefers not to over-expose or overhype the project till it's done.

    As I said, the technique's usage is highly uncommon if not pretty rare, Blitz3D is really the only released engine that actually uses it. Endri told me he originally thought it was a part of it's unusual architecture at first. I really should ask him if there's any references about it.

  • That game wouldn't be taxing at all if you don't use any > 0.0 shaders. Bullet behavior takes practically no cpu.

  • Endri told me he originally thought it was a part of it's unusual architecture at first. I really should ask him if there's any references about it.

    Or just what exactly it is, without pretty names =)

  • That game wouldn't be taxing at all if you don't use any > 0.0 shaders. Bullet behavior takes practically no cpu.

    I saw Bit Fortress on another site somewhere and asked myself the question: is it made in this engine? (A yes would be pretty encouraging, dont lie though.)

  • You can't trust anything Davioware says

    (Yes, Bit Fortress was made with Construct)

  • I tried a test to see how many bullets I could get on screen, and I didn't get very many (<500) before there were stutters in the pattern.

    I'll just keep looking into it.... I'm trying to create a danmaku game as well, and i'm hoping i'll be able to use construct for it.

    HGE could be an alternative, but it's been a while since I brushed up on C++ so I'd rather not...

  • If you're getting stuttering with less than 500 sprites on the screen then either you have a really crummy video card or you have something else going on in your cap that's sucking up VRAM or CPU.

    Even when I had a crummy video card I could easily get over a thousand moving/scaling/rotating sprites with no noticeable frame loss. I would recommend posting your cap to see what might be causing the slowness.

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  • Eh I figured it out, It was mostly idiocy on my part.

    I can get a fairly large number of bullets on screen, to the point that there are only a few safe pixels here and there, so its fine for what I want it for.

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