@nivrig wrote:
For my own amusement I made a BunnyMark type benchmark for Cocos2D-X C++
You can get the code here: BunnyMark.cpp.h BunnyMark.cppRunning on an iPhone6s I get a measly 1000 bunnies before the FPS drops below 60. At this point, the CPU is pegged at 90% usage, though for some reason I was unable to dig into Instruments further to see what was going on in more detail.
This seems very low. Using libSDL - which has a very basic unoptimised renderer - I was able to get 4000 bunnies on the same hardware, and libGDX managed 31,000 before slowing down.
What am I doing wrong?
I suspect the problem is that I'm using a Sprite per bunny and the CPU is getting bogged down updating all the Node transforms etc., but my understanding is this is the idiomatic Cocos2D-X way of doing things.
Posts: 5
Participants: 2