Progress Video

VertexBuffer moves the data to the GPU once when you set the vertex data. When you draw primitives every pass it will just reference the vertex buffer. There is another set of APIs like DrawUserPrimitives. These pass the data through every time.
 
Okay, that makes sense. That's probably why the data is getting invalidated on GraphicsDevice reset as well, though I did try making a new one and calling .setData on reset and it still managed to crash...
 
Ok, so I took your projection and view and tweaked it a bit and finally have something that looks pretty darn accurate. I compared the sim size to TS1 and it seems right. I finally settled on a world size of 3. The black grid is rendered in 3D and it lines up almost perfectly with the 2D world. There is just a few pixels peeking out on one end.

I also reworked the 2D engine to have a static layer and now I get a decent FPS :).
 

Attachments

  • grid1.jpg
    grid1.jpg
    356.4 KB · Views: 65
  • grid2.jpg
    grid2.jpg
    320.8 KB · Views: 64
"Decent"
THAT MADE ME LOL U GETTING 1106!
How the... I get something like 300 on some games, but TSO must be optimized lolz.
 
Very interesting the last one images, is this a real gameplay progress or was made with program tool rendering???
 
That's code rendering the world not an external tool if that's what you mean.
 
xezno said:
"Decent"
THAT MADE ME LOL U GETTING 1106!
How the... I get something like 300 on some games, but TSO must be optimized lolz.

Well obviously when were done it only has to run at 60fps, but before then we have to add lighting, more characters and lots of other visual effects that will slow it down.
 
Very nice! The green counters seem to be getting squished or something; do they have special join graphics that aren't being set (like some of the build mode fences), or is the scale just a bit off?
 
Yeah, they have special join graphics. That's automatic behavior for the counters to join.
 
ddfczm said:
xezno said:
"Decent"
THAT MADE ME LOL U GETTING 1106!
How the... I get something like 300 on some games, but TSO must be optimized lolz.

Well obviously when were done it only has to run at 60fps, but before then we have to add lighting, more characters and lots of other visual effects that will slow it down.
VSync. I get it.
(Extract from My Mind:
Monitors/TVs run at 50-60Hz, which is like FPS. 50-60FPS respectively will show up as the best on the TV. Anything higher won't make a difference.)
 
xezno said:
ddfczm said:
xezno said:
"Decent"
THAT MADE ME LOL U GETTING 1106!
How the... I get something like 300 on some games, but TSO must be optimized lolz.

Well obviously when were done it only has to run at 60fps, but before then we have to add lighting, more characters and lots of other visual effects that will slow it down.
VSync. I get it.
(Extract from My Mind:
Monitors/TVs run at 50-60Hz, which is like FPS. 50-60FPS respectively will show up as the best on the TV. Anything higher won't make a difference.)
Not always, my laptop screen has a 40Hz mode for masochists, and many monitors are starting to support 120Hz or above. It really depends on the screen and you need to take into account all possibilities.
 
I was talking about most ones made in 2011-2012 etc. But still, I didn't know that. Maybe put an adjustable FPS cap? Like this one:
 

Attachments

  • thing1.png
    thing1.png
    5.9 KB · Views: 38
Back
Top