Visual Studio is incredibly slow in debug mode when using the STL.
Even when setting _NO_DEBUG_HEAP to 1.
GCC is much faster
What am I doing?
Well . . .
I am plotting pixels. Each frame I update the display_buffer, like this:
m_screenlock = al_lock_bitmap(
, ALLEGRO_PIXEL_FORMAT_ANY, ALLEGRO_LOCK_WRITEONLY);
5 for (int
y = 0;
7 for (int
x = 0;
x, y, color);
The "Pixelator" keeps a lot of pixels in buffers, and I use it to build the scene. I can copy, plot, draw, swap buffers, ... I am using it to write a raycaster. I got good results in SDL, SFML was too slow, and Raylib was nice, but could not provide what I need.
I landed on Allegro in the end, and I ported to code over in less than two days, and I think I have finally found a framework I can be happy with.
Funny thing, Allegro (with Djgpp) was what I started out with, back in the day.
My machine is not terrible, but certainly not top of the line: AMD Ryzen 3 1200 Quad-Core Processor 3.10 GHz, with 8 gigs of RAM, and sporting a GeForce GTX 1050 TI with (I think) 4 gb video RAM.
I will probably using Allegro threads to speed up the raycasting, maybe.
I will post about my project soon, when I have ported everything over and it runs properly.
I am now on my Linux box. GCC runs this at 60 frames per second in debug mode.
So, blame it on VC for being overly burdensome with debug code.
I am not really worried. For now anyway