最近我開始編寫C++版本的遊戲Snake 4d(Game explanation,C++/openGL version of the game)。我真的是一個編程初學者...所以每一個評論,甚至對編程風格的讚賞。4維遊戲渲染優化
「蛇」吃了(6)立方體後,我有一個框架下降。
遊戲邏輯保留了這樣一個事實,即蛇被存儲在一個名爲snake.p_list的向量中,每次蛇與食物碰撞(在程序cibo中調用)時,它都會向p_list中添加一個新對象。 可能是由於遊戲引擎?或者也許你有其他想法可以導致幀丟失?你有什麼想法如何使這些功能看起來更好?
確定我拼命地跑探查...和: 應用程序配置文件:
- 23.0%,23.0%GeForceGLDriver glrCompExecuteKernel
- 19.3%,19.3%GeForceGLDriver gldCopyTexSubImage
- 5.4%5.4%GeForceGLDriver gldFinish
- 5.3%5.3%GLEngine gleUpdateLightRGBASumsUnconditional
- 3.9%3.9%GLEngine gleUpdateDeferredState
- 2.1%2.1%GLEngine gleGetVertexSubmitFuncObjectAndKey
- 2.1%2.1%GeForceGLDriver gldUpdateDispatch
- 1.8%1.8%4dimensions MyGLBox :: paintGL()
可能是繪圖功能:(
繪圖功能:
for(p = p_list.begin();p != p_list.end(); p++){
Polygon4 p1 = *p;
if(prj == PRJ_2D){
//parameters to project in 2d
double angle = PI/4;
double Cx = 0.;
double Lx = 50./2;
double p_cam = 10.;
//actually simply fits...
for(int i = 0; i < 32; ++i){
V4 v1_2d = p1.v_list[p1.e_list[i].e[0]];
V4 v2_2d = p1.v_list[p1.e_list[i].e[1]];
double x1 = Cx + (Lx*v1_2d[c_i])/(p_cam*2*tan(angle));
double y1 = Cx + (Lx*v1_2d[c_j])/(p_cam*2*tan(angle));
double x2 = Cx + (Lx*v2_2d[c_i])/(p_cam*2*tan(angle));
double y2 = Cx + (Lx*v2_2d[c_j])/(p_cam*2*tan(angle));
float mat_specular[] ={0.1,0.1,0.1,0.1};
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
GLfloat mat_shininess[] = { 0 };
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
GLfloat mat_color[] = {p1.color.r,p1.color.g,p1.color.b,0.5};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_LINES);
glVertex3f(x1,y1,0.);
glVertex3f(x2,y2,0.);
glEnd();
}
}
else{
for(vertex = p1.v_list.begin(); vertex != p1.v_list.end(); vertex++){
v3d = cam.prj_p(*vertex);
tesseract_prj.v_list.push_back(v3d);
}
tesseract_prj.e_list = p1.e_list;
tesseract_prj.f_list = p1.f_list;
//edges render
for(int i = 0; i <32; ++i){
V3 v1 = tesseract_prj.v_list[tesseract_prj.e_list[i].e[0]];
V3 v2 = tesseract_prj.v_list[tesseract_prj.e_list[i].e[1]];
float mat_specular[] ={0.1,0.1,0.1,0.1};
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
GLfloat mat_shininess[] = { 0 };
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
GLfloat mat_color[] = {0.0,0.0,0.0,1.};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_LINES);
glVertex3f(v1[0],v1[1],v1[2]);
glVertex3f(v2[0],v2[1],v2[2]);
glEnd();
}
//faces render
for(int i = 0; i<24; ++i){
V3 v1 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[0]];
V3 v2 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[1]];
V3 v3 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[2]];
V3 v4 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[3]];
GLfloat mat_color[] = {p1.color.r,p1.color.g,p1.color.b,0.5};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_QUADS);
glVertex3f(v1[0],v1[1],v1[2]);
glVertex3f(v2[0],v2[1],v2[2]);
glVertex3f(v3[0],v3[1],v3[2]);
glVertex3f(v4[0],v4[1],v4[2]);
glEnd();
}
tesseract_prj.e_list.clear();
tesseract_prj.v_list.clear();
}
問題可能出現在您的繪圖代碼中。請記住,如果n是棋盤邊緣的大小,那麼在2D蛇中有n^2個單元,在3D蛇中有n^3個單元,在4D蛇中有n^4個單元......如果你想要繪製所有的面孔都是天真的,你要處理240000個面,以獲得10個單元邊緣的棋盤。 – ybungalobill
我不知道...我暫停遊戲,看看旋轉(由OpenGL函數控制)是否會降低速度,但實際上並沒有發生任何重大的...但可能只是一個印象。我也發佈了繪圖函數......也許200行代碼有點太多了...... – Pella86
btw ...有32個邊,24個面,這意味着6個超立方體蛇144 GL_QUADS和192 GL_LINES。 ... – Pella86