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Rendering optimizations #34

@sdthompson1

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@sdthompson1

On my Windows machine the game only uses around 2% CPU when running. On my Linux machine it consumes about 5% CPU when sitting on the menu screens and about 20-30% in-game.

To be fair, these numbers aren't too bad, but if we wanted to improve it further, there are things we could do, e.g.:

  • use texture atlases, so that we don't have to change render state on every dungeon tile.
  • batch multiple draw calls together.
  • (possibly) make more use of textures, e.g. instead of drawing the UI gradients line by line (see gui_draw_box.cpp), we could pre-render to a texture and then just blit that same texture every frame.

Right now, this is a low priority - but it might become more important if we wanted to port the game to tablets, for example (because battery life can be a concern in that case).

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