package main import "core:fmt" import eng "pkg:engine" // Multi-texture batching stress: two Character_Data (two GPU textures), alternating sprites. COUNT :: eng.MAX_SPRITES COLS :: 16 FRAME_LOG_EVERY :: 60 BATCH_GROUP :: u32(1) TOAD_JSON :: "assets_baked/characters/toad/toad.char.json" main :: proc() { app: eng.App if !eng.init(&app, "crowd_batch", 800, 600) do return defer eng.shutdown(&app) data_a, ok_a := eng.load_character_data(&app, TOAD_JSON) if !ok_a do return defer eng.destroy_character_data(&app, &data_a) data_b, ok_b := eng.load_character_data(&app, TOAD_JSON) if !ok_b do return defer eng.destroy_character_data(&app, &data_b) sprites: [COUNT]eng.Sprite for i in 0 ..< COUNT { col := i % COLS row := i / COLS pos := eng.Vec2 { f32(40 + col * 48), f32(80 + row * 60), } clip := "idle" if (i % 2) == 0 else "walk" data := &data_a if (i % 2) == 0 else &data_b sprites[i] = eng.spawn_sprite(data, pos, clip, i % 5) } app.camera.position = {400, 400} last := eng.now_seconds() frame_i := 0 sum_ms: f64 peak_ms: f64 for eng.events() { now := eng.now_seconds() dt := f32(now - last) last = now frame_ms := f64(dt) * 1000.0 sum_ms += frame_ms if frame_ms > peak_ms do peak_ms = frame_ms frame_i += 1 if frame_i % FRAME_LOG_EVERY == 0 { avg := sum_ms / f64(FRAME_LOG_EVERY) fps := 1000.0 / avg if avg > 0 else 0 fmt.printfln( "crowd_batch frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames", avg, fps, peak_ms, FRAME_LOG_EVERY, ) sum_ms = 0 peak_ms = 0 } for &s in sprites { eng.update_sprite(&s, dt) } eng.begin_frame(&app) for &s in sprites { eng.draw_sprite_batched(&app, &s, BATCH_GROUP) } eng.end_frame(&app) } }