I struggle with problem relayed on code (rendering) optimization.
I have 650 hexagons on screen and I need to move them all together and zoom them freely.
As far I have 2d map that stores hexagon objects that contains some parameters as vertexes, center point etc.
my onDraw method looks like this:
#Override
public void onDraw(final Canvas canvas) {
if(hexMap == null || hexMap.length <= 0) {
populateHexMap();
}
if(radiusChanged) {
changeRadius();
}
for(int i = 0; i < hexMap.length; i++) {
for(int j = 0; j < hexMap[i].length; j++) {
if(hexMap[i][j] != null && hexMap[i][j].isToDraw()) {
paint.setColor(hexMap[i][j].getColor());
drawPath.rewind();
drawPath.moveTo(hexMap[i][j].getPoint(0).x, hexMap[i][j].getPoint(0).y);
drawPath.lineTo(hexMap[i][j].getPoint(1).x, hexMap[i][j].getPoint(1).y);
drawPath.lineTo(hexMap[i][j].getPoint(2).x, hexMap[i][j].getPoint(2).y);
drawPath.lineTo(hexMap[i][j].getPoint(3).x, hexMap[i][j].getPoint(3).y);
drawPath.lineTo(hexMap[i][j].getPoint(4).x, hexMap[i][j].getPoint(4).y);
drawPath.lineTo(hexMap[i][j].getPoint(5).x, hexMap[i][j].getPoint(5).y);
drawPath.lineTo(hexMap[i][j].getPoint(0).x, hexMap[i][j].getPoint(0).y);
canvas.drawPath(drawPath, paint);
}
}
}
}
Drawing works great as far. To zoom I catch pinch event gesture and change radius of hexagon then recalculate its vertexes. To move I simply add shift value to center points and recalculate vertexes.
Everything has worked great when I had for example ~30 hexagons. With 650 everything is super slow.
I've tried to enable hardware acceleration but it didn't help. I've tried to reduce amount of invalidate() calls but in my opinion it's not the problem. The problem lays on drawPath.
Is there any way to speed things up? I don't have much time to switch on opengl right now or maybe you know some opensource solutions for drawing hexagons with opengl?
Thanks in advance!
Related
I love experimenting with operating on images pixel by pixel using pixels[]. However, I’d like to work on a matrix of 100x100 pixels but have the display be several times larger than 100x100 on my screen.
Is there an efficient and straightforward way to zoom, magnify, scale, resize, or etc… to allow me to work with pixels[] just… bigger?
I was disappointed to see that scale() doesn’t work with pixel arrays.
My first idea to scale by a factor of S is by iterating through my pixel array and drawing a board of SxS rects with the fill of each pixel’s color val. However, this is computationally intensive, and I can’t get my frameRate above 5 or so.
Ah great idea #sorifiend. Since I was calling loadPixels() immediately after setting the window size() and leaving it blank (rather than loading pixels from a image and putting it in the window,) I hadn't thought of that. I found you can use createImage() to make an empty image, which resizes crisply with noSmooth(); on! Thanks for the start.
Here's my code for posterity:
void setup() {
i = createImage(100, 100, RGB);
background(0);
size(800, 800);
i.loadPixels();
noSmooth();
}
void draw() {
i.loadPixels();
for (int x = 0; x < i.width; x++) {
for (int y = 0; y < i.height; y++) {
if (random(0,max(i.width,i.height)) < y) {
i.pixels[x + y*i.height] = color(255);
} else {
i.pixels[x + y*i.height] = color(0);
}
}
}
i.updatePixels();
image(i,0,0,width,height);
}
Good evening everyone.
I've been messing a bit with isometric tile worlds and I have a few doubts about rendering the elements on it.
When I build a single height map I render it first and then add the diferent elements on top, and the displacement of the last seem right.
public void render(Graphics2D g2d) {
for(int i = 0; i < tileGrid.length; i++) {
Point isop = NeoMath.getInstance().cartToIso(i % yAmmount, i / yAmmount, GlobalDataStorage.tileWidth, GlobalDataStorage.tileHeight);
TileManager.getInstance().getTileByID(tileGrid[i]).render(g2d, isop.x, isop.y);
}
for(Entity entity : entityList) {
entity.render(g2d);
}
}
(The position of the entity is calculated inside it's update).
With this I have no problems as everything is rendered on the same height, the problem comes when I try to add other floors to it.
Let's say that I want it to have three heights. I have a list of list of tiles instead of the single array, and render every element on them:
public void render(Graphics2D g2d) {
int flag = 0;
for(int i = 0; i < tileGrid.size(); i++) {
Point isop = NeoMath.getInstance().cartToIso(i % yAmmount, i / yAmmount, GlobalDataStorage.tileWidth, GlobalDataStorage.tileHeight);
for(int k = 0; k < tileGrid.get(i).size(); k++) {
TileManager.getInstance().getTileByID(tileGrid.get(i).get(k)).render(g2d, isop.x, isop.y - (GlobalDataStorage.tileZ * k));
}
while(flag < currentList.size() &&
currentList.get(flag).getPosition().equals(new Point(i % yAmmount, i /
yAmmount))) {
currentList.get(flag).render(g2d);
flag++;
}
}
}
Where the currentList is the list of entities.
With this I have the problem that, when the entities move to a new position, they get overlaped by the tiles, as these are rendered after the entity, and the position of the entity does not change until it reached the destiny. I could change the position to the new one before rendering, but that implies that in the other axis the previous tile get rendered after the entity, making it disapear for a second due to the overlap.
This also mess when I try to draw selection rectangle as it get stuck behind the tiles being rendered. I don't want them to overlap the whole map so can't draw them after all the rendering has been done either.
Does someone know of another approach that I can try out?
Thank you beforehand.
Draw your entire floor layer in a first pass. Then in the second pass draw all walls and objects and moving entities.
I could change the position to the new one before rendering,
David Brevik, programmer on Diablo, mentions using this option in his GDC talk Diablo: A Classic Games Postmortem. It was his first "What Went Wrong" example!
Reference: https://www.youtube.com/watch?v=VscdPA6sUkc&t=20m17s
Turns out this is a classic hurdle in isometric games.
I have written a particle system applet; currently I am creating, and drawing each particle separately.
(Here is the code)
BufferedImage backbuffer;
Graphics2D g2d;
public void init(){
backbuffer = new BufferedImage(WIDTH,HEIGHT,BufferedImage.TYPE_INT_RGB);
g2d = backbuffer.createGraphics();
setSize(WIDTH, HEIGHT);
//creates the particles
for (int i = 0; i < AMOUNTPARTICLES; i++) {
prtl[i] = new particleO();
prtl[i].setX(rand.nextInt(STARTX));
prtl[i].setY(rand.nextInt(STARTY));
prtl[i].setVel(rand.nextInt(MAXSPEED)+1);
prtl[i].setFAngle(Math.toRadians(rand.nextInt(ANGLESPREAD)));
}
//other code
}
public void update(Graphics g) {
g2d.setTransform(identity);
//set background
g2d.setPaint(BGCOLOUR);
g2d.fillRect(0,0,getSize().width,getSize().height);
drawp();
paint(g);
}
public void drawp() {
for (int n = 0; n < AMOUNTPARTICLES; n++) {
if (prtl[n].getAlive()==true){
g2d.setTransform(identity);
g2d.translate(prtl[n].getX(), prtl[n].getY());
g2d.setColor(prtl[n].getColor());
g2d.fill(prtl[n].getShape());
}
}
}
It's performance was alright, I could get ~40FPS with 20,000 particles (although, I have a decent laptop). But after I added collision detection (see below), that number plummeted to less than 2000,
public void particleUpdate(){
for (int i = 0; i < AMOUNTPARTICLES; i++) {
//other update code (posx, posy, angle etc etc)
for (int j = 0; j < AMOUNTPARTICLES; j++) {
if (i!=j && prtl[j].getAlive()==true){
if(hasCollided(i, j)){
prtl[i].setcolor(Color.BLACK);
prtl[j].setcolor(Color.BLACK);
}
}
}
public boolean hasCollided(int prt1, int prt2){
double dx = prtl[prt1].getX() - prtl[prt2].getX();
double dy = prtl[prt1].getY() - prtl[prt2].getY();
int edges = prtl[prt1].getRadius() + prtl[prt2].getRadius();
double distance = Math.sqrt( (dx*dx) + (dy*dy) );
return (distance <= edges);
}
I have searched quite a bit for a better way of drawing the particles to the screen, but the examples either confused me, or were not applicable.
I am doing a boat load of calculations (too many). But I couldn’t think of another way of doing it, suggestions are welcome.
First of all, adding in something like collision detection always takes a lot of memory. However, let's look at your collision detection algorithm
public void particleUpdate(){
for (int i = 0; i < AMOUNTPARTICLES; i++) {
//other update code (posx, posy, angle etc etc)
for (int j = 0; j < AMOUNTPARTICLES; j++) {
if (i!=j && prtl[j].getAlive()==true){
if(hasCollided(i, j)){
prtl[i].setcolor(Color.BLACK);
prtl[j].setcolor(Color.BLACK);
}
}
}
Let's pretend there was only 2 particles, 1 and 2. You will check, in order
1,1
1,2
2,1
2,2
The truth is, you only really needed to check 1 vs 2 in this case. If 1 hits 2, 2 will also hit 1. So change your for loop skip previously tested, and the same number for that matter.
public void particleUpdate(){
for (int i = 0; i < AMOUNTPARTICLES; i++) {
//other update code (posx, posy, angle etc etc)
for (int j = i+1; j < AMOUNTPARTICLES; j++) {
Another thing I notice is that you do a sqrt operation, but only to compare to what looks like a static number. If you remove that, and compare it to the number squared, you'll get a large improvement, especially with something you do so much.
double distance_squared = ( (dx*dx) + (dy*dy) );
return (distance <= edges*edges);
Keep looking for improvements like this. Then you might carefully look at other options, like using a different class, threading, etc, which all might improve the system. But make sure you optimize the code where you can first. Here is a list of other things that I would try, roughly in order.
Check to see if particle i is alive before you even calculate anything else after i comes into view.
Do a quick pass over the pairs, only even bothering to check in detail if they are close. A simple way would be to detect if they are within the x and y dimensions first, before taking a sqrt operation. Always do the cheapest test first, before doing complex ones.
Look at your code, to see if you really use all of the values calculated, or if you might be able to reduce the number of operations somehow.
Perhaps you could cluster the images on a regular basis with a broad stroke, then refine only objects which passed the initial cluster for a period of time, then do a broad cluster algorithm.
You could thread the collision detection. However, if you are going to do this, you should only thread the checking to see if something has collided, and after all of those threads are done, update the objects on the view.
Look into alternative architectures, which might speed things up some.
Painting is a complex process and paint requests can be triggered for any number of reasons, the OS might want the window to update, the repaint manager might want to repaint, the programer might want to repaint.
Updating the particles within the paint process is bad idea. What you want to do is update the particles in a separate thread on a separate buffer. When you're ready, request that the component responsible for painting the buffer perform a repaint, passing a new copy of the buffer to repainted (you don't want to be painting on the buffer that is begin updated to the screen, you'll end up with dirty paints).
It's hard to tell from you code, but it would appear you're using java.awt.Applet, personally, I'd upgrade to javax.swing.JApplet.
I'd move the painting to a java.swing.JPanel. Swing components provide double buffering (as well as other buffering strategies). The only job this panel has is to paint a buffer to the screen when the particles engine has a new frame.
The particles engine is responsible for updating all the particles and painting these results to a backing buffer (BufferedImage), this would then be handed to the panel and the panel would make a copy and schedule an update.
Swing is NOT THREAD SAFE. That is, you shouldn't make changes to the UI from any thread other then the Event Dispatching Thread. To this end, you might like to have a read through Concurrency in Swing for solutions to resync the off screen buffer to the client.
You are checking all particless colliding with all particlesand this is quite a requeriment, of the order of n^2 (2,000 particles means 4,000,000 combinations, for each frame).
The issue is not java but the algorithm. There must be better options, but to begin with you could reduce the comparations; if you have a maximum speed S and the time in your world increments by T, with T*S you get the maximum distance D of a particle that can collide with the particle you are considering. Reduce the search to those particle which are at a distance equal or less than that. Maybe it will be easier to restrict the search to those in an square centered in your particle an with height/widht D (this will include some particles that are too far, but will make the checks easier).
Additionally, in your code you are checking collisions of P1 vs P2 and P2 vs P1 which is the same, that is a redundance that you can avoid easily.
I am using slick for java since a few days and got a serious problem.
If i run a completely empty apllication (it just shows the fps) with a solution of 800x600 i get a fps count between 700 and 800.
If I now draw an array with 13300 entries as a grid of green and white rectangles, the fps drop to something around 70.
With more entries in the array it becomes really slow.
For example in a solution of 1024x768 and an array with 21760 entries the fps drop to 40.
How i draw a single entry:
public void draw(Graphics graphics){
graphics.setColor(new Color(getColor().getRed(), getColor().getGreen(), getColor().getBlue(), getColor().getAlpha()));
graphics.fillRect(getPosition().x, getPosition().y, getSize().x, getSize().y);
Color_ARGB white = new Color_ARGB(Color_ARGB.ColorNames.WHITE);
graphics.setColor(new Color(white.getRed(), white.getGreen(), white.getBlue(), white.getAlpha()));
}
And this is how I draw the complete array:
public void draw(Graphics graphics) {
for (int ix = 0; ix < getWidth(); ix++) {
for (int iy = 0; iy < getHeight(); iy++) {
getGameGridAt(ix, iy).draw(graphics);
}
}
}
In my opinion 21760 is not that much.
Is there anything wrong with my code or is slick just too slow to draw so much rectangles?
You only want to draw rectangles that are on the screen. If your screen bounds go from 0 to 1024 in the x direction and from 0 to 768 in the y direction, then you only want to loop through rectangles that are inside those bounds and then only draw those rectangles. I can't imagine you are trying to draw 21760 rectangles inside those bounds.
If you are, then try creating one static rectangle and then just try drawing that ONE in all of the different positions you need to draw it at rather than creating a new one every time. For example, in a game I am making, I might have 1000 tiles that are "grass" tiles, but all 1000 of those share the same static texture. So I only need to reference one image rather than each tile creating its own.
Each rectangle can still have a unique state. Just make your own rectangle class and have a static final Image that holds a 5*5 image. Each rectangle will use this image when it needs to be drawn. You can still have unique properties for each rectangle. For example, private Vector2f position, private boolean isAlive, etc
You're probably not going to be able to draw individual rectangles any faster than that.
Games that render millions of polygons per second do so using vertex buffer objects (VBO). For that, you'll probably need to code against the OpenGL API (LWJGL) itself, not a wrapper.
Not sure if Slick will allow it, but if this thing looks anything like a chessboard grid... you could draw just 4 rectangles, grab them and use the resulting image as a texture for your whole image. I'm not even a java programmer just trying to come up with a solution.
Since you're only repeatedly using just a few colors creating a new Color object for every single one is bound to be slow... use new only once for each different color used and store the re-usable colors somewhere in your class, than call the functions with those, constantly allocating and freeing memory is very slow.
And while this might not be as much a benefit as not using new each time but have you considered caching the results of all those function calls and rewriting code as
public void draw(Graphics graphics) {
int ixmax = getWidth();
int iymax = getHeight();
for (int ix = 0; ix < ixmax; ix++) {
for (int iy = 0; iy < iymax; iy++) {
getGameGridAt(ix, iy).draw(graphics);
}
}
}
Or if you'd prefer not to declare new variables
public void draw(Graphics graphics) {
for (int ix = getWidth() - 1; ix >= 0; ix--) {
for (int iy = getHeight() - 1; iy >= 0; iy--) {
getGameGridAt(ix, iy).draw(graphics);
}
}
}
Just noticed in another answer you have an integral size grid (5x5) ... in this case the fastest way to go about this would seem to be to draw each item a single pixel (you can do this directly in memory using a 2-dimensional array) and scale it to 500% or use it as a texture and draw a single rectangle with it the final size you desire ... should be quite fast. Sorry for all the confusion caused by previous answers, you should have said what you're doing more clearly from the start.
If scaling and textures are not available you can still draw in memory using something like this (written in c++, please translate it to java yourself)
for( int x = 0; x < grid.width(); x++ ) {
for( int y = 0; y < grid.height(); y++ ) {
image[x*5][y*5] = grid.color[x][y];
image[x*5][y*5 + 1] = grid.color[x][y];
image[x*5][y*5 + 2] = grid.color[x][y];
image[x*5][y*5 + 3] = grid.color[x][y];
image[x*5][y*5 + 4] = grid.color[x][y];
}
memcpy(image[x*5+1], image[x*5], grid.height() * sizeof(image[0][0]) );
memcpy(image[x*5+2], image[x*5], grid.height() * sizeof(image[0][0]) );
memcpy(image[x*5+3], image[x*5], grid.height() * sizeof(image[0][0]) );
memcpy(image[x*5+4], image[x*5], grid.height() * sizeof(image[0][0]) );
}
I'm not sure, but perhaps for graphics the x and y might be represented in the reversed order than used here, so change the code accordingly if it that's the case (you'll figure that out as soon as a few iterations run), also your data is probably structured a bit differently but I think the idea should be clear.
So I've got this nice Android game (a snake-clone with animations), doing the final testing, when BAM! My second testing device (Nexus 1, HTC Magic was my 1.) flickers when drawing.
Does anyone know why this code won't work correctly with the Nexus 1?
public void draw(Canvas canv) {
int count = 0;
isHead = false;
for (int i = 0; i < SPACES; i++) {
if (mDrawSpaces[i]) {
count++;
if (count == SPACES - 1) {
setDrawSpacesToFalse();
if (bmp != null)
super.drawPlaceable(canv);
}
} else {
mDrawSpaces[i] = true;
return;
}
}
}
I have a list of Birds (Birds / UFOs / others) with SPACES (4) times as many elements which are being drawn on the screen. So I thought to myself, instead of calculating the rotation and scale of the pictures for every Bird, I merely have 3 placeholders between the Birds which each have a picture to be drawn once they're set to visible. These pictures are generated by the first Bird:
public void drawHead(Canvas canv) {
//calculate the rotation & mirroring of the picture
super.drawPlaceable(canv);
//generate the pics for smaller birds following it
mat.preScale((float) 0.6, (float) 0.6);
this.bmp = Bitmap.createBitmap(SPRITESHEET, Bird.mCurFrame
* BIG_W[mUseBird], 0, BIG_W[mUseBird], BIG_H[mUseBird],
mat, true);
}
Any ideas? Is my draw(Canvas) method wrong in some part?
EDIT: I don't know why, I don't know how, but this afternoon when I tested it again, it magically worked...
I can see you are using matrix to scale - another option would be to use
canvas.DrawBitmap(spriteSheet, fromRect, toRect, paint);
Where toRect should be a Rect class of any size, in this way you would create no bitmap objects when drawing game frames. The piant should have filter bitmap enabled.
To rotate you would have to use:
canvas.save();
canvas.rotate(spriteAngle,spriteCenterX, spriteCenterY);
canvas.DrawBitmap(spriteSheet, fromRect, toRect, paint);
canvas.restore();
This is a fast enough code for many 2D games, though not as fast and powerful as OpenGL.