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just found out that the standard palette swap package that literally everyone uses for game maker breaks the sprite batch on each draw call and does O(n) texture lookups per pixel. game maker!

in other news i'm rewriting the samurai gunn 2 renderer.... again....

@dankwraith at this point you'll have written an entire parallel C infrastructure for game maker

@RussellsBarbershopQuartet i wrote a YUV decoder last week so, pretty much everything except rendering and game logic

@dankwraith is there a reason it can't do one (1) texture lookup per pixel?? is there????

@principito because it's searching the palette texture for a matching color to replace

@principito the Smart ™️ way to do a palette swap is to export your sprites in grayscale and then you can do a 1-to-1 lookup into a palette

@dankwraith right yeah that's what i would expect. like, otherwise you're sort of creating extra work for yourself

@principito looking up exact color matches is more work for the computer but less work for the dev, so guess what everyone chooses

@dankwraith @principito ah but you see, if i crank out unoptimized garbage moore's law states it'll run fine in like 4 years

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