Cool. I am only getting around 2.80 Hz maximum over my 3G/4G WiFi hotspot. I usually see 150 KBs to 300 KBs (1.2 to 2.5 mb/s). I cannot run the example locally for some strange reason. I had the rectangle example working earlier. Does this example require running httpGate too? I kind of know what the -main and -go do, but can you explain in case I am missing something?
I can still consider picolisp for the Lisp Game Jam that's 12 days off, but I think I need to fall back to CL for this weekend's LD35 compo. Thanks for your continued help, Alex! Regards, Rob On 16 April 2016 at 16:15, Alexander Burger <a...@software-lab.de> wrote: > Hi Rob, > > > A simple game engine only requires a main loop to set things up, and a > draw > > loop to update the screen for animation. Do you think the current > picoLisp > > libs with Canvas can support a 30 fps update of a 640x480 screen of > > bitmapped graphics? > > This does not depend much on the canvas size, but mainly on network > bandwidth and the number of elements to draw per frame. > > For example, the simple Canvas demo from > > http://picolisp.com/wiki?canvasDrawing > > runs at about 15 Hz when called on http://canvas.picolisp.com via DSL, > but at up to 140 Hz when invoked at localhost (tested on my Nexus 9 > tablet) as > > $ ./pil misc/canvas.l -main -go + > > > For that, I have just extended the demo a little and inserted a "Hz" > display: > > (let (U (usec) D (- U (default *Last U))) > (inc '*Frames) > (when (>= D 1000000) > (setq *Hz (*/ 100000000 *Frames D) *Last U *Frames 0) ) > (csFillText > (pack (format *Hz 2) " Hz") > (- *DX 60) > 20 ) ) > > ♪♫ Alex > -- > UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe >