Re: minisphere
Reply #88 –
Raw JS benchmark on my machine, in milliseconds, lower is better, in fps, higher is better (rounded to nearest ten just to look pretty):
function game() {
var t = GetTime();
for (var i = 0; i < 10000000; ++i) { }
Abort(GetTime() - t);
}
Sphere 1.5: 1090
MiniSphere: 472
Sphere SFML: 23
function game() {
var fps = 0;
var tfps = 0;
var t2 = GetTime();
while (t2 + 5000 > GetTime()) {
fps++;
Rectangle(0, 0, GetScreenWidth(), GetScreenHeight(), red);
FlipScreen();
}
Abort(fps / 5);
}
Sphere 1.5: 3000
Minisphere: 11500Sphere SFML: 7900
function game() {
var fps = 0;
var tfps = 0;
var t2 = GetTime();
while (t2 + 5000 > GetTime()) {
fps++;
f.drawText(0, 0, "Hello World! Hello World! Hello World! Hello World! Hello World!");
FlipScreen();
}
Abort(fps / 5);
}
I will say minisphere draws shorter strings much faster, but it slows down longer the string. SSFML never slows down on almost any string length.
Sphere 1.5: 4900
Minisphere: 6250
Sphere SFML: 7250Edit:
I'd say I'm rather pleased with the speed of minisphere. It draws things much faster than I had ever anticipated. I've NEVER seen an fps higher than 8500 on this machine in SSFML, but on my Win7 I can get to 10,000 with SSFML (weird, huh). So, it's
awesome to see minisphere get 11,500+.
Edit 2:
In terms of space, to load the demos above:
Sphere 1.5: 3.8MBminisphere: 8.9MB
Sphere SFML: 39.8MB (!!)
Crazy how C/C++ programs utilize so little space!
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.
Sphere-sfml
hereSphere Studio editor
here