Intel8080 | Intel8080 emulation in JavaScript
kandi X-RAY | Intel8080 Summary
kandi X-RAY | Intel8080 Summary
Intel 8080 CPU emulation in JavaScript. Original Space Invaders ROM is loaded and game can be played. For more details:
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QUESTION
I wrote a Space Invaders emulator in C++ using SDL2 only for creating the game window and for playing sounds (sdl2_mixer). On Windows the emulator works at 60 FPS (I can change this value to whatever I want and it works without any problem) but if I build it on Ubuntu or Mac OS X the game is unplayable (maybe 10% of the wanted FPS).
Is there an explanation for this?
Renderer name on Ubuntu: opengl
Renderer name on Windows: direct3d
Renderer flags is 0x0a both on Ubuntu than Windows.
Compiled with:
...ANSWER
Answered 2019-Oct-01 at 09:21You're creating a new surface and a new texture every frame. Yeah it's going to be slow, creating textures is a ridiculously slow operation. Don't do it so often.
If you need to write pixels directly, create a texture of the right size once (with SDL_TEXTUREACCESS_STREAMING
) and then use SDL_LockTexture
and SDL_UnlockTexture
to update it (note: don't use SDL_UpdateTexture
for this, it's not really much - if at all - better than recreating the texture performance wise). I'm guessing the windows version is fast "by accident" because your driver implementation notices you're doing something strange and quietly ignores what you're telling it to do and does something faster.
Of course without looking at the code it's hard to say this is the only problem with it, but this is pretty likely to be a (or maybe even the) bottleneck.
QUESTION
I'm working on a Space Invaders emulator and for display output I'm using SDL2.
The problem is that on the output window I see all the frames since emulation starts!
Basically the important piece of code is this:
...ANSWER
Answered 2018-Dec-14 at 18:55This is happening because it looks like you're rendering the game without first clearing the window. Basically, you should fill the entire window with a color and then render on top of it constantly. The idea is that filling the window with a specific color before rendering over it is the equivalent of erasing the previous frame (most modern computers are powerful enough to handle this).
You might want to read-up on SDL's SDL_FillRect function, it'll allow you to fill the entire screen with a specific color.
Rendering pseudocode:
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