Is there documentation for exactly how many clock ticks instructions take to execute? In those unfortunate situations when fps drops from 30 to 15, it is challenging to find ways to be more efficient without that information.
Or perhaps a function to return clockticks since last display?
Thanks for any info,
RGB
P#18679 2016-02-06 23:02 ( Edited 2016-02-10 02:28)
stat(1) may help...?
From the manual:
stat x
x:0 returns current memory useage (0..256)
x:1 returns cpu useage for last frame (1.0 means 100% at 30fps)
P#18709 2016-02-07 17:43 ( Edited 2016-02-07 22:44)
The stat() routine seems a little inaccurate. This code uses a busy loop to demo what 30fps (COUNT=970) looks like versus 15fps (COUNT=1050). However, when COUNT=970, it produces 30fps display, but stat() says the cpu is at 105%. Is this expected?
tick = 0; count=970; function _init() end function _update() tick += 1 if (tick > 30) then tick=0 end end function _draw() cls() for i=1,30 do xx = -cos(i/30) yy = sin(i/30) line(xx*52+64,yy*52+64,xx*55+64,yy*55+64,8) end for i=1,count do spr(0,10,20) end xx = -cos(tick/30) yy = sin(tick/30) line(64,64,xx*50+64,yy*50+64,7) str="stat: "..stat(1) print(str,2,2,7) end |
P#18757 2016-02-09 21:28 ( Edited 2016-02-10 02:28)
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