package main import "core:fmt" import eng "pkg:engine" // GPU overdraw stress: MAX_SPRITES stacked near one world point. COUNT :: eng.MAX_SPRITES FRAME_LOG_EVERY :: 60 main :: proc() { app: eng.App if !eng.init(&app, "crowd_overdraw", 800, 600) do return defer eng.shutdown(&app) data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json") if !ok do return defer eng.destroy_character_data(&app, &data) center := eng.Vec2{400, 400} sprites: [COUNT]eng.Sprite for i in 0 ..< COUNT { jitter := eng.Vec2 { f32((i % 7) - 3), f32((i % 5) - 2), } clip := "idle" if (i % 2) == 0 else "walk" sprites[i] = eng.spawn_sprite(&data, center + jitter, 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_overdraw 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(&app, &s) } eng.end_frame(&app) } }