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The game itself I love. But I have some issues with it's implementation. To be specific, it maxes out the CPU even when it's not doing anything. Given that it's supposed to emulate low-level hardware, at very slow speeds, and does not have any demanding graphics, I fail to see why it should do that. (It's something I've seen happening in more games as of late, actually. For example, Desktop Dungeons - a very fun game which has no business demanding anything from my computer since it's turn-based, uses sprites, and barely animated. And yet my laptop heats up as soon as I open the game.) In fact, it's a bit ironic, given that the whole theme of the game is squeezing out performance out of bare metal hardware, and I admit that I'm more annoyed by it for that somewhat irrational reason. |
For desktop dungeons, I'm not aware of the specifics about that game (though I have played it), but generally, if you're using OpenGL or DirectX to render, repainting only part of the screen isn't an option, so if anything is animated (no matter how slight the animation), you have to redraw the screen every frame. There are exceptions to this (like the mouse pointer, although this requires platform specific code), but not many of them.