Optimize blending code for AGS games
- Mentors
- Thierry Crozat, somaen, Cameron Cawley
- Organization
- ScummVM
- Technologies
- c, c++, Allegro, Graphics Programming
- Topics
- media, optimization, Graphics Programming
I will have a system set up to test the speed of the drawing/blending code in AGS games, and I will have optimized the code by some amount by the end of the project. To start I will take closer looks into engines/ags/lib/allegro/surface.cpp and other related files to find how the BITMAP::draw function and other blending functions work, and then optimize them.
The drawing/blending functionality of the AGS engine will be faster.
The project can be split into 2 major parts:
Finding the best way I can test the speed of the drawing/blending code
Optimizing the drawing/blending code