Hi I'm searching a very fast 2d blitting library because SDL is very slow...
My Problem is in general quite easy,
I'm just coding a 2d tilemap based engine but with around 15 fps by drawing the screen full with 16x16 tiles,
SDL is just to slow.
So now I'm searching for a library that is blitting the images faster to the screen. By the way the tilemap I used is an RGBA picture. Is it a way faster to use 16bit images?
Is the GL library much faster to do such jobs?
the fastest 2d hardware accelerated library
The fastest is the sceGU library.
16 is half the size of 32 bit. 16 bit is faster.
16 is half the size of 32 bit. 16 bit is faster.
Code: Select all
int main(){
SetupCallbacks();
makeNiceGame();
sceKernelExitGame();
}
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- Posts: 107
- Joined: Sat Jan 13, 2007 11:50 am
SDL is slow. it does a lot of stuff nobody actually need.
OSLIB_MOD is something similar but designed for psp so faster.
If you don't have experience with OpenGL or sceGU i reccomend oslib_mod
OSLIB_MOD is something similar but designed for psp so faster.
If you don't have experience with OpenGL or sceGU i reccomend oslib_mod
Code: Select all
int main(){
SetupCallbacks();
makeNiceGame();
sceKernelExitGame();
}
I don't know how up-to-date the information was, but I've read the PSP port of SDL is completely software-based, i.e. no GPU or VFPU acceleration. And I can say even from my limited experience that it's very slow: I tried converting "Gannatsu Portable" to use PNG instead of BMP, since it takes so long to load BMP - even though they're only 256 colors, some are as big as 640x640. It worked; however, while the PNG images loaded faster, the game itself ran at about half the speed.willow :--) wrote:I never tried SDL, but at 15fps I'd assume there's something else you're doing wrong.
I'm not saying it's not SDL, but have you considered other root causes ? I've seen so many games that reload their textures at every frame, for example...
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