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Rubygame Forums 2010-12-30T20:55:21+00:00 http://rubygame.org/forums/feed.php?f=4&t=199 2010-12-30T20:55:21+00:00 http://rubygame.org/forums/viewtopic.php?t=199&p=709#p709 <![CDATA[Re: Rubygame::Clock#_accurate_delay]]> I even managed to keep 600 little pixart pumpkins on the moving screen ( calculating the position for each so they stay in the same spot and the camera is the one moving) with a 1366 x 768 px background without any major frame drops Oo

Statistics: Posted by red — Thu Dec 30, 2010 8:55 pm


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2010-12-30T18:39:06+00:00 http://rubygame.org/forums/viewtopic.php?t=199&p=708#p708 <![CDATA[Rubygame::Clock#_accurate_delay]]> ruby -rprofile gives me results that show (look title) wasting almost 30% of running time.

I only have one @clock.tick in main loop.

Code:
def run
   loop do
­      update
­      draw
­      @clock.tick
­   end
end

this thing does everything.
In main class initialize I have these:
Code:
@clock = Rubygame::Clock.new
@clock.target_framerate 60



Also. SDL.Flip and SDL.BlitSurface seem to be a bit slow. Is there any way to use some other libraries exclusively to render stuff onto the screen?

Statistics: Posted by red — Thu Dec 30, 2010 6:39 pm


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