Games performance of using lists vs arrays

Discussion in 'Game Development' started by andymc, Oct 30, 2017.

  1. andymc

    andymc Well-Known Member Licensed User

    I use lists for my objects on my games, but this mean during a game loop, I use something similar to the following:

    Dim x As Int = 0
    Do While x < bullets.Size
                bulletAlive = 
    Dim mybullet As typBullet
                mybullet = bullets.Get(x)
                mybullet.y = mybullet.y +
                mybullet.x = mybullet.x +
    ......update more bullets details......
    x = x + 
    Is this efficient? It seems wrong to dim new objects and initialize them during a render loop. With my new game I may be doing this for hundreds of objects per frame.

    Also, does anyone know if there is a performance hit in using drawtex2 to resize a texture rather than just using a texture with the correct normal size and use drawtex ? I have been stretching backgrounds.
  2. andymc

    andymc Well-Known Member Licensed User

    I found this comment on a different site and am now worried this is what I'm doing

    Tip number 3: Avoid to create new instances of any objects
    It is related to tip 2. You should never create an instance of a new object inside the render call, because it will create a new instance every draw call. As I said before these are 60 calls / second and java will always allocate new memory for the new instance. So avoid stuff like that:

    pubic void draw(SpriteBatch batch) {
    Effect healEffect = new Effect(); // this one should not be instantiated inside the draw call
  3. ilan

    ilan Expert Licensed User

    No its not wrong. I do it in all my games and i have very good results even with lots of loops BUT i never use do...while loops.

    There is no need for that just use for ... next loop instaed.
  4. andymc

    andymc Well-Known Member Licensed User

    Thanks Ilan,

    when I use loop I always end up getting errors when trying to remove items during the loop.

    I'm trying to be better at performance, I've made some changes to my Mars Defender game which has improved performance a little. It mostly comes form drawing too many stretched textures.
  5. ilan

    ilan Expert Licensed User

    yes i saw it in your old cloney bird example

    how i solve it is very simple

    This is the Loop. Its goes through all items in the list and if an item as the value that should tell me (the developer) to remove it from the list like .hit = true then i add it to another list and then i sort the list and remove all items secure without any crashes or blinks!!

    toremove is a global list!!

    Sub runExplosions
    Dim index As Int = 0
    For Each explosion As SKSpriteNode In ExplosionList
    If explosion.HasActions = False Then
    End If
            index = index + 
    End Sub
    Sub toRemoveSub(l As List)
    For i = 0 To toremove.Size-1
    End Sub
  6. wonder

    wonder Expert Licensed User

    My KZ engine utilizes Lists and Maps without any performance issues. :)

    @ilan, you can remove objects on the fly without creating waiting lists... ;) ;) ;)
    Sub runExplosions
    For index = (ExplosionList.Size - 1To 0 Step -1
    Dim explosion = ExplosionList.Get(index) As SKSpriteNode
    If explosion.HasActions Then Continue
    End Sub
    The trick resides in traversing the list backwards! ;)

    @wonder is now patiently awaiting for the "HOLY SHIT!!! IT WORKS!!!" post...
    Last edited: Oct 31, 2017
    mindful likes this.
  7. ilan

    ilan Expert Licensed User

    Yes i know that u can go through a loop backwarts. This is also a solution but i was told that the "for each" is faster then the "for next" and most of the time the "toremove" list will hold a very low number of items and like this u can benefit from the "for each" loop that goes through a big amount of items.

    If i remember the thread was made by u ;)
  8. andymc

    andymc Well-Known Member Licensed User

    I've read that lgarrays are faster than using lists. I've tried it, it's very easy to do but I can't really tell if it's made a difference
  9. ilan

    ilan Expert Licensed User

    i am also using lgarrays in my libgdx games. i am not sure they are faster but i think its the better way to do.
  10. andymc

    andymc Well-Known Member Licensed User

    the only other performance issue I worry about is bitmap fonts, I think scaling fonts during the render batch may cause issues, I'm going to experiment by using fontgenerator to generate different sized font objects, then use those instead of scaling during the render loop.
    I'm also interested whether drawtex is more efficient than drawtex2 I use drawtex2 to scale up textures to fill the screen when the source texture file is much smaller.
  11. ilan

    ilan Expert Licensed User

    i had performance issues with your latest game when i was in a very high wave. it drops to maybe about 20fps instead of 60fps. But I don't think it has something to do with bitmap fonts or usings lists instead of lgarrays and for sure not drawtex2!

    i think you are not removing all items and your lists grow very high and your loops become to big.

    try to switch all "do...while" loop to "" (or "for each") and make sure you remove all bullets that are outside the screen! or any object that are no more needed.
  12. wonder

    wonder Expert Licensed User

    Here's the generated Java code, side-by-side with its B4J counterpart.


    It seems that the While loop is the cleanest when having an index...
    Oh well, refactoring hundreds of lines of code, here we go...
    Emme Developer likes this.
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