I like the look of this! I have an N3DS, and no matter how many stars I picked, it ran at 59 FPS. Also, I got a divide by 0 at line 68 if I chose 1 star.
Replying to:brilliance360I like the look of this! I have an N3DS, and no matter how many stars I picked, it ran at 59 FPS. Also, I got a divide by 0 at line 68 if I chose 1 star.
Odd, I'll check that out later. 59FPS even on 512 stars? N3DS must be juiced.
Veyr Nice!
Can confirm 512 stars and 59 FPS. Just curious, what is the FPS with 512 stars on a regular 3DS?
Replying to:ArchiveVeyr Nice!
Can confirm 512 stars and 59 FPS. Just curious, what is the FPS with 512 stars on a regular 3DS?
It's only about 16FPS, which is a vast difference between systems.
Entering 1 star gives div by 0 error on line 68
Just changing (STARS%-1) to (STARS%) seems to fix it.
Are the stars sprites or GCIRCLE+GPAINT?
I think sprites would be faster.
Replying to:12Me21Are the stars sprites or GCIRCLE+GPAINT?
I think sprites would be faster.
Yep, it's sprites. It's just that floating-point performance suffers a good deal on O3DS, for some reason.
Voted, great program Snail. It really looks quite nice and trippy. Even fun going into free cam and flying through the stars. Yep, confirm 59fps at 512 stars, I wonder how high it could go before dropping fps.
Use SPOFS CALLIDX OUT SX,SY,SZ instead of SPVAR
Replying to:KrondeloVoted, great program Snail. It really looks quite nice and trippy. Even fun going into free cam and flying through the stars. Yep, confirm 59fps at 512 stars, I wonder how high it could go before dropping fps.
512 is the max number of sprites
lol
Replying to:KrondeloVoted, great program Snail. It really looks quite nice and trippy. Even fun going into free cam and flying through the stars. Yep, confirm 59fps at 512 stars, I wonder how high it could go before dropping fps.
I know this is a late reply but with vsync at 0, it achieves 64 FPS on N3DS on 3.3.0 (16FPS on old3ds under same conditions)
So that's exactly 4x as fast. Wonder if Smileboom is using the 2nd appcore or L2 cache.
SPOFS doesn't hold real numbers. Also, the vars store the star's position in 3D space, not display space.