- Optimisations
- Add speedtest example
Author: tremblin
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BooBoo 3.0.11
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This runs at 60 FPS
If it weren’t for the recording it’d be 60 FPS at 5100 sprites. Using 256×256 images instead, I get 550 before 60 FPS drops. This is 1920×1080 with 1280×720 projection, so these 16×16 sprites are really drawn around 24×24 and the 256×256 sprites are drawn using 384×384 pixels.
EDIT: this is a new example for the next version, press up/down to increase/decrease the number of sprites.
EDIT2: I think the 16×16 sprites one is bound by the CPU running the language itself. I tried a faster GPU/slower CPU machine, and I get 1400 256×256 sprites but fewer than 5000 16×16. Here is the code:
EDIT3: with current optimisations, I’ve got it at over 5500 sprites at 60 FPS
const SCR_W 1280 SCR_H 720 resize SCR_W SCR_H var img = img (image_load "bingo.png") var w h explode (image_size img) w h var font = font (font_load "font.ttf" 64 1) var imgs call spawn function spawn { var v dx dy = dx (rand 0 1) = dy (rand 0 1) if (== dx 0) neg_dx = dx -1 :neg_dx if (== dy 0) neg_dy = dy -1 :neg_dy vector_init v (rand (/ w 2) (- SCR_W (/ w 2))) (rand (/ h 2) (- SCR_H (/ h 2))) dx dy vector_add imgs v } function draw { var sz i = sz (vector_size imgs) image_start img for i 0 (< i sz) 1 next image_draw img 255 255 255 255 (- [imgs i 0] (/ w 2)) (- [imgs i 1] (/ h 2)) :next image_end img font_draw font 255 255 0 255 (string_format "%" sz) 5 5 } function run { var sz i = sz (vector_size imgs) for i 0 (< i sz) 1 next = [imgs i 0] (+ [imgs i 0] [imgs i 2]) = [imgs i 1] (+ [imgs i 1] [imgs i 3]) if (< [imgs i 0] (/ w 2)) pos_x (< [imgs i 1] (/ h 2)) pos_y (> [imgs i 0] (- SCR_W (/ w 2))) neg_x (> [imgs i 1] (- SCR_H (/ h 2))) neg_y = [imgs i 0] (/ w 2) = [imgs i 2] (neg [imgs i 2]) :pos_x = [imgs i 1] (/ h 2) = [imgs i 3] (neg [imgs i 3]) :pos_y = [imgs i 0] (- SCR_W (/ w 2)) = [imgs i 2] (neg [imgs i 2]) :neg_x = [imgs i 1] (- SCR_H (/ h 2)) = [imgs i 3] (neg [imgs i 3]) :neg_y :next } function event type a b c d { if (== type EVENT_KEY_DOWN) key if (== a KEY_UP) up (&& (== a KEY_DOWN) (> (vector_size imgs) 1)) down call spawn :up vector_erase imgs (- (vector_size imgs) 1) :down :key } -
BooBoo 3.0.10
- Fix insane amount of extra drawing in custom_black_bars example (there was a 2 * scr_w + 2 * scr_h times too many images being drawn due to a typo)
- Optimisations. I get an extra 100 FPS in CoinHunt on i5 9500T/Intel UHD 630
- Add json_remove to remove nodes
- Add resize_vertex_cache in case you are drawing huge amounts of geometry and want to avoid cache auto-resizing
- Make set_viewport like set_scissor, taking buffer coordinates
EDIT: Yes, it was drawing 840,000 images at 1280×720 instead of only the 210 needed. lol.
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BooBoo’s new license
It’s free for personal use. If you want to redistribute the binaries you must buy it on Humble. Please only use nooskewl.com to download BooBoo or if you have a license you can include it with your game. BTW autolaunch works if you replace data/ with your own game.
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BooBoo 3.0.9
- Make vertex cache increment size 32k instead of 1k. When using image_start/end or start/end_primitives, if you do a lot of drawing between them then resizing the cache was very slow. This change makes the size adjustments 32x larger so there are fewer resizes
- Allow a fish or expression to start an expression (e.g. vector of functions or function that returns a function)
- Add ortho, frustum, perspective to core lib. add set_projection, set_default_projection, set_viewport, unset_viewport to game lib.
- Batch image drawing in custom_black_bars example so it’s not slow
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I may make a real game with BooBoo
I’m thinking of making Monster RPG Adventure, an Adventure game set in the world of Monster RPG. I bought a Fire Tablet with pressure sensitive pen for Christmas so I can draw everything. It’ll probably take many months at a minimum to finish.
If there are any issues with BooBoo, this will be a good way to find and fix them.
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I beefed out my PS1 collection
Since I had so much more PS2 games than PS1 I beefed out my PS1 collection a little bit.
PS1:
Breath of Fire III.img
Breath of Fire IV.img
Dragon Warrior 7 Disc 1.img
Dragon Warrior 7 Disc 2.img
Frogger 2.img
Frogger.img
Legacy of Kain - Blood Omen.img
Legacy of Kain - Soul Reaver.img
MLB 2005.img
Ms. Pac-Man Maze Madness.img
NHL 2001.img
Pac-Man World.img
Resident Evil 3 Nemesis.img
Resident Evil Survivor.img
Spyro Ripto's Rage.img
Spyro the Dragon.img
Spyro Year of the Dragon.img
Tekken 3.imgI also have 4 more PS1 games on the way, two of them I already received but one was dead and one was the PC version instead of PS1 so I reordered them. They are:
NBA Live 2003
Resident Evil Director's Cut
Resident Evil 2
Twisted Metal 4And then for PS2:
PS2:
007 Agent Under Fire.img
007 Everything or Nothing.img
007 From Russia with Love.img
007 Nightfire.img
007 Quantum of Solace.img
Ace Combat 4 Shattered Skies.img
Ace Combat 5 The Unsung War.img
Ace Combat Zero The Belkan War.img
ATV Offroad Fury 2.img
ATV Offroad Fury 3.img
ATV Offroad Fury 4.img
ATV Offroad Fury.img
Backyard Baseball 10.img
Breath of Fire Dragon Quarter.img
Call of Duty 3.img
Crazy Taxi.img
Dragon Quest 8.img
Frogger Ancient Shadow.img
Frogger's Adventures The Rescue.img
Frogger the Great Quest.img
GoldenEye Rogue Agent.img
Grand Theft Auto San Andreas.img
Gran Turismo 4.img
Legacy of Kain - Blood Omen 2.img
Legacy of Kain - Defiance.img
Legacy of Kain - Soul Reaver 2.img
Lego Batman.img
Marvel Ultimate Alliance.img
MLB The Show 11.img
NBA 2K12.img
NHL 09.img
SOCOM 2 US Navy Seals.img
SOCOM 3 US Navy Seals.img
SOCOM US Navy Seals Combined Assault.img
SOCOM US Navy Seals.img
Teenage Mutant Ninja Turtles 2 Battle Nexus.img
Teenage Mutant Ninja Turtles 3 Mutant Nightmare.img
Teenage Mutant Ninja Turtles.img
Tomb Raider Anniversary.img
Virtua Fighter 4.imgThat’s the last games I’m buying as soon as I get the last 4. These are all discs I own I just ripped them all and listed the directories.
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How BooBoo works
Everything is broken up into operators and parameters. Each builtin function separates the previous and its parameters. Expressions and fish (what I call container indexes) are slurped up from start ( to end ) as a single unit and parsed into an intermediary format. When it comes time to evaluate an expression all the appropriate handlers are called with a vector of parameters until the final embedded () is done. Expressions return a temporary value, while fish return a reference to the exact location.
For example, the “for” loop construct in BooBoo is a pretty standard library function except that it knows about the program counter. The C++ backing function gets a list of Tokens, which can be literals, or some form of variable including expressions and fish. You can handle it the simple way and just request a number from a parameter or you may need something more advanced. Same with “if”.
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Ok, I admit it. I fucked Jon Rector’s wife and Chris Chaisson’s Chinesed girlfriend.
Ok, I admit it. I fucked Jon Rector’s wife and Chris Chaisson’s Chinesed girlfriend.
