Slow Debug Graphics
← Thread:Talk:Robocode/Graphical Debugging/Slow Debug Graphics/reply
I’m working on a robocode version that uses hardware acceleration for graphics. Otherwise painting is calculated by CPU and is expected to be slow. Anyway, both DrussGT and Knight runs smoothly on my machine. I just can’t turn on anti-smooth which takes forever to render one tick.
Mine is setup for speed version and I tried single, double and triple buffering and I am pretty sure that my machine is not the slowest one(3.1 Ghz CPU but yours is probably a lot faster). It is probably because of the text they are rendering.
I have a really poor machine and they still run smoothly here. Things get laggy only when in melee.
- Thanks for the response, I generally have NetBeans running when I am testing my robots but I just tried it without NetBeans and it is still running with about 5 FPS.
- One thing I have noticed is that low FPS only happens when a bot is rendering text. In any case, can you send me your rendering options?
- Maybe just our understanding of "running smoothly" is different.=)
By smooth I mean it's at least 30 fps (or 60 fps at best). Actually those bot gets 22 fps, but still smooth enough comparing to 5 fps.
I used to notice FPS drop when text are drawn, but recently that's no longer noticeable.
note that I run robocode with these JVM parameters:
-Dsun.java2d.opengl=true -Dapple.awt.graphics.UseQuartz=true -Dapple.laf.useScreenMenuBar=true -Dcom.apple.mrj.application.apple.menu.about.name="My Robocode"
That's really cool actually. Please keep sharing your progress on this, and you if give up on it share what you got with us, maybe we can get our hands dirty too. :)
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