03 – Measuring Sprite Automatic Updates

Introduction This section will walk you through identifying how many Sprites you have in your game, and how you can reduce this number to improve performance. If you haven’t yet, you should first read the article about measuring all PositionedObjects. This article can be found here. If Sprites are the majority If you’ve used WriteAutomaticallyUpdatedObjectInformation[…]

WriteAutomaticallyUpdatedObjectInformation

Introduction WriteAutomaticallyUpdatedObjectInformation provides information about the automatically updated objects in the FlatRedBall Engine. Including a large number of automatically updated objects can be a common performance problem in FlatRedBall games, so this method is very useful in helping you diagnose and solve these problems. Usage The WriteAutomaticallyUpdatedObjectInformation can be called at any point in your[…]

02 – Measuring Automatic Updates

Introduction Automatic updates can take a significant amount of time every frame if your game includes a large number of automatically updated objects. The first step in improving the performance of your game is measure the number of objects your game contains. This article will discuss how to do this. Requirements This article assumes that[…]

Glue:How To:Render an Entity to a Texture

Introduction This tutorial will show you how to take any Glue entity and render it to a single Texture. This tutorial will use render targets, multiple FlatRedBall cameras, and modification to Game1.cs, so it does require more-advanced programming. Why render to a texture? You may want to render an Entity to a texture for a[…]