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Entry #178

5,000 bullets

4/30/14 by matt-likes-swords

I’ve been playing around with an awesome tool called Adobe Scout, which tells you exactly what your Flash games are doing – All the way down to memory allocations, CPU time, and low level GPU calls. It makes fancy graphs of this data, and you can identify where performance sucks, and see exactly what code is causing it. It’s so detailed that running Bullet Heaven 2 for one minute will generate *gigabytes* of data.

I’ve used it to identify a memory leak and a lot of wasted GPU draw calls, and after tidying things up, BH2 runs better than ever. The screenshot shows around 5,000 bullets running at 60fps in 1080p. There's also 80 foes in there.

Obviously my computer is pretty good (but not amazing), but in practice you won’t need this much power. BH2 will rarely need more than 1,000 bullets (much less on easier difficulties), and can be played at 30fps, in a lower resolution. Fancy effects can be disabled too. So the minimum hardware requirements will be tiny – easily low enough to run on older mobile devices.

I’m pretty happy with the performance. :D
Time to get on with actually making the game!


877736_139891063352_5k.png


Comments

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Evade the bullets... go on. I dare you :D
Can't wait for the game to be completed


ZenonIIZenonII

5/25/14

Imagine a disco like that xD


riwiniriwini

5/2/14

So your ship just blew up 500 times? lol


reid99reid99

5/1/14

How could Alienware 14 handle this on highest settings?


KajenxKajenx

5/1/14

And I thought I was obsessed with particles... OnO


That screenshot.

I have quite the boner for bullet hell shooters, with Touhou Project being right up my alley, so I am kinda looking towards this one being made. This is, however, not going to be in the final game, right? Cause if it is, that would be insane!

5/1/14 matt-likes-swords responds:

Nah, worst case scenario will be about 1/4 of that.


This sounds like it can be quite incredible...
I'm glad you found how for it to be efficient too!


SquizeSquize

5/1/14

That's mental impressive mate, I'm getting no where near that on iPad3 with my bullet hell game ( Yeah, great minds and all that ).

5/1/14 matt-likes-swords responds:

I think if I was clever with multithreading, I could do even better, but I don't want to get into that. D:
Code execution seems to be the bottleneck now, not rendering graphics.


That is awesome, are you using stage3d, starling?

5/1/14 matt-likes-swords responds:

Yup.


Hey Matt... Cool your jets on bullet hell games. It's supposed to be bullet hell, not bullet infernal apocalypse of eternal destruction and painful torment. Ok? Because this is impossible...


get split


For a moment I thought you were working on a concept SHMUP where you were only allocated a maximum of five thousand bullets and when you run out you're out permanently. But this sounds neat, too.