Testing Performance of Battles
The past week I've mainly been working on the parallel (multi-core) code ensuring its all stable, tracking down any race conditions and seeing how it all performs with lots of battles going on.
Below is some screenshots for the stress test I did to help me decide what to set the maximum number of ships per game to.
The galaxy I generated had 100 star systems, 200 planets and at each planet there is a 36 vs 36 ship battle taking place at exactly the same time. So in total there are 14,400 ships being simulated in full detail, theres no simplifed calculations for ships you cant see. The chances of there being so many battles taking place at once in a typical game will be very small.
Overall I'm fairly pleased with the performance so far as I havnt yet profiled or optimised most of the code. However the galaxy view in the second screenshot still needs work as the stars in the background are not rendered very efficiently.
To give you an idea of how performance will compare my development computer that this test was run on has:
AMD Phenom X4 9950 (4 cores)
Nvidia Geforce GTX 260
2GB Ram
Screenshots below with some debugging stats displayed at various stages of the test as more ships get destroyed. The much larger "total objects" statistic includes asteroids, wreckage as well as all the ships.
Very nice! ;)
The game looks awesome, definitely my sort of thing, however I do wonder how you would make it possible to manage and keep track of things at such a scale.
This looks great!
Looks good so far gfx remind me of Eufloria