Closed Air1N closed 4 years ago
Splitting the rendering up shows the tile rendering takes up almost all of it. There's 150x150 tiles which is 22,500 altogether. I tried it with 100x100 and it was a little bit faster, and with 50x50 was a lot faster but then it starts to get less interesting too.
I can think of 3 potential options so far:
This seems like it would be nice, but the problem is that it will change things drastically and likely make things less interesting and accurate. I will try to come up with some other optimization ideas.
I like the idea of WebGL, however it is needlessly complex and may not even provide much of a benefit on some systems. WebGL also requires shader use and, again, makes the whole process of drawing stuff needlessly complex.
It's probably partially drawing and stroking 100+ circles. Also, the outline on the map may be extremely expensive (since each line is stroked individually). I think sorting the outline so that we can have them all connected and stroked at once would be pretty beneficial, however, this becomes complex with multiple islands — I still think it's doable.
Think it would help to separate out all the drawing so it's easier to tell how long each part is taking
This is still an issue
At this point rendering isn't really an issue. The simulation can run 50 creatures at about 40x speed, which is pretty good. Runs at about 20x speed with 80 creatures. Rendering hardly takes up enough time to matter since it isn't being run at these high speeds.
Obviously this is not good.