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@eonarheim
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This benchmark is concerned with drawing as fast as possible, not necessarily the regular game dev case

  • Toggles engine.physics = false, disables the built in collision subroutines and events
  • Fixes benchmark code, created new graphics for every actor instead of sharing, this is very graphics memory in-efficient. New instances need to all be uploaded to the GPU.
  • Uses raw graphics instead of Actors (actors are a lot like GameObjects in other engines and come with a lot of extras not related to drawing)

See this if you really need speed in drawing

This benchmark is concerned with drawing as fast as possible

* Toggles engine.physics = false, disables the built in collision
subroutines and events
* Fixes benchmark code, created new graphics for every actor instead of
sharing, this is very graphics memory in-efficient. New instances need
to all be uploaded to the GPU.
* Uses raw graphics instead of Actors (actors are a lot like GameObjects
in other engines and come with a lot of extras not related to drawing)
@eonarheim
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Let me know if you have any questions!

@Shirajuki
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Thank you for the PR, the changes were really easy to follow. Thanks a lot. Merging in to main now 🙏

@Shirajuki Shirajuki merged commit 8a2903e into Shirajuki:master Oct 26, 2025
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2 participants