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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced content levelIntermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Performance Results

Many of the techniques used in this chapter are aimed at increasing performance (balanced against realism and functionality). The obvious question is how fast are these particle systems? Table 21-1 gives average frames per second (FPS) for the PointParticles, LineParticles, and QuadParticles classes, initialized with increasing numbers of points.

Table 21-1. Average FPS for the particle system with varying numbers of points

   

Number of points

  
 

1,000

5,000

10,000

20,000

50,000

100,000

Point particles

19 (50)

19 (35)

19 (24)

12 (14)

7 (7)

4 (4)

Line particles

19 (50)

19 (45)

19 (35)

19 (24)

11 (11)

6 (6)

Quad particles

19 (44)

14 (17)

9 (9)

6 (6)

2 (2)

1 (1)

These averages are for at least five runs of the application. The hardware used was a Pentium IV 1800 MHz, 256 MB RAM, and an old NVIDIA RIVA TNT 2 Model 64 display card. The window size was 512×512 pixels.

The first number in a cell is the FPS reported by FRAPS (a screenshot utility available at http://www.fraps.com) when the application was left to run for a minute or so. The number in parentheses is the reported FPS when the mouse was moved rapidly inside the application window. This shows the response rate of the application when it had to carry out some basic processing (responding to mouse movements) at the same time as updating the particle system.

Tip

The results for PointParticles and LineParticles are improved if point size and line size are unchanged and anti-aliasing isn't ...

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Publisher Resources

ISBN: 0596007302Supplemental ContentErrata Page