Kezarus
Endless Game Maker
TLDR version: I find no performance issues between "depth = -y" and other "improved" algorithms and I would like some opinions. Thanks! =]
Well, I made some performance analysis on 2 ways on making a Fake 3D effect.
Both are well contained in specific objects that handles it all.
You feed objects (not instances) to an array and they loop throught them and do all the setup.
The first, obj25D, create all layers and stores them in an array that is used to sort the object's depths.
The other, objSimpleFake3D, just do a "depth = - y" on all pertinent objects. I know that it can be improved by declaring an endObjectDepth to streamline things, but it's just a test.
I do not see any performance hit in neither of them, so I am tending towards the "depth = - y" because it's waaaay simpler.
Here is the full source code.
Fake 3D Project
@Yal, @Siolfor the Jackal, that's about that post we were talking about. Hop in if you feel like it.
I really would like some opinions about this matter. What does the good people of the forum think about it? =]
Well, I made some performance analysis on 2 ways on making a Fake 3D effect.
Both are well contained in specific objects that handles it all.
You feed objects (not instances) to an array and they loop throught them and do all the setup.
The first, obj25D, create all layers and stores them in an array that is used to sort the object's depths.
The other, objSimpleFake3D, just do a "depth = - y" on all pertinent objects. I know that it can be improved by declaring an endObjectDepth to streamline things, but it's just a test.
I do not see any performance hit in neither of them, so I am tending towards the "depth = - y" because it's waaaay simpler.
Here is the full source code.
Fake 3D Project
@Yal, @Siolfor the Jackal, that's about that post we were talking about. Hop in if you feel like it.
I really would like some opinions about this matter. What does the good people of the forum think about it? =]