@demofox@mastodon.gamedev.place
Post #3118824
2026-02-12 06:55 UTC
@LunaticDancer@mastodon.gamedev.place its real fast, no overhead in the library.
The pixel values persist across frames, so you could do "dirty rectangles" instead of updating every pixels every frame. If you knew which pixels were updated each frame, you could copy just those regions.
The examples run like pixel shaders as well and iterate overall pixels, but you could blit rectangles instead.
But its real fast. These demos are like 0.3ms per frame on my machine in release.
Replies (2)
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@LunaticDancer@mastodon.gamedev.place 2026-02-12 07:01
@demofox@mastodon.gamedev.place okay yeah, that is one sexy frame budget. I guess it's really on library's user not to squander the performance lol
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@boggo@mastodon.gamedev.place 2026-02-13 09:38
@demofox@mastodon.gamedev.place @LunaticDancer@mastodon.gamedev.place oh classic https://en.wikipedia.org/wiki/Adaptive_tile_refresh