What about a lot of different types of furniture with animations?
It'll be the same deal: (do ignore the speed of the ice elephants, I think they were converted while the converter was still being written and it's missing a piece or another, will look into it)
Do you know what the most expensive furniture calculations are?
Honestly, I don't know what would take up the most performance right now, but it all looks kinda basic at the moment, they all work with a furniture_animation visualization type from what I've seen and the way I've written it for basic animations are pretty simple: add a sequence index to all layers where the animation is to be updated (e.g. not static, has animation, etc), if the frame in the sequence differs from the old frame, then render the new state, which, judging by the current stats and output (^), seems to be working just fine.
As for the transitionTo and transitionFrom, they'll be pretty simple to implement, like I did before.
When will you add furniture shades
?
Lol, I'll look into why they aren't shown!
Edit:
There is some clear issue with the data generated for the ice elephants, which I'm pretty sure is from the early stages of the converter. Specifically the animation sequences.
As for the pre-processing/drawing performance:
Pre-processing = it's the part
before drawing the new frame, this is where the updates are done to let the graphic entities render the furnitures with new animations.
Drawing = the time it takes to draw the pieces on the canvas.
Do let me note that these messages
are not displayed for every frame, they're only displayed when the process takes over 20ms.
Edit #2:
Shadows added! (currently set to 0.25 opacity, not sure what it needs to be, gonna check in a minute)