Watch sand fall in interesting patterns.
Looking for advice on optimising (and profiling?) this. On my old macbook pro it runs at around 10fps at best. I can't see any profiling tools built in to p8 but maybe I missed something? What's generally considered slow? I've sped this up by reducing the size of the simulation and mirroring, so it's really only running a 45x64 sim.
Things I'm thinking about:
- some sort of "active islands" system for not updating the whole sim every update
- not clearing the screen but remembering the part of the screen that are unstable, to reduce rendering costs, but I think (again, no way to measure) that it's update-bound.
P#28377 2016-09-12 04:50 ( Edited 2016-09-12 20:48)
This is my first pico8 game. The tile collision detection is a little ropy, the code is terrible, and there's no restart loop, but I like the handling and the animation of the little hat dude. Even though when standing still he looks a little like a horse in a yellow coat.
P#11144 2015-06-06 09:14 ( Edited 2015-06-21 10:21)