#monogame-and-libgdx-dev
1 messages · Page 4 of 1
and things like hot reloading
hot reload also works the same regardless of if the content came from a source asset or an xnb
how can i redraw only portion
like i have background and i dont want redraw it each frame
just the player
just a simple question should i assign value of my variables in loadcontent or initialize
its quicker to redraw the background every frame instead of doing it on demand
wdym demand
when needed
really?
but why do i have 20% gpu usage when i am just calling draw with one sprite
yes, its simply quicker for a gpu to do lots of the same work instead of having it pick between doing one thing or another
the gpu is always working towards the target framerate, so you can't trust usage numbers between 0% and 100%
all you know is if you're at 0% its doing nothing and if its at 100% you're reached the limit
ok
also its a game, dont worry about usage 😛 (optimize but dont fret)
We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%.
- Donald Knuth
Sure
guys i have problems with tiled sharp... it is throwing an error:
System.IO.FileNotFoundException: Could not find file 'C:\Users...\platformer\platformer\bin\Debug\netcoreapp3.1\testing.tsx'.
when i call new TmxMap(path)
now its like this:
System.IO.FileNotFoundException: Could not find file 'C:\Users...\platformer\platformer\bin\Debug\netcoreapp3.1\mapTestUwU.tmx'.
mapTestUwU.tmx this is the maps file name
ok i found that the error occurred in this line:
map = new TmxMap("mapTestUwU.tmx");
i tried even this:
map = new TmxMap("Content/mapTestUwU.tmx");
there's a big difference between premature optimization and adopting good implementation patterns
okay i got why does it happen... i did not save the tsx file
problem is you're using the wrong library for the job. that one can't deal with content
and as such you're forced to ship the source assets manually and do the slow parsing at runtime
and you won't be able to pre-process it in an automated fashion either, so its gonna be all manual
yeah i tried it with extended but it wont work
give this a go: https://github.com/Ragath/TiledLib.Net it's made to integrate nicely with the content pipeline, so you only have to write the processor that transforms it into your game-specific format
None.
Zero.
And considering F#'s idiotic syntax, you shouldn't really use it, ever.
non-conventional mainly is my guess
things that are different, mainly for the sake of being different