The technical Windows issues of running on multiple displays would fall into Edgar's purview. My responsibily would be associated with having that many fish and background objects in play at the same time. Memory usage, collision avoidance, and especially frame rate are all major factors. Yes, I know that Dream Aquarium does this, but it makes sacrifices that I am not willing to. Even with the minimum amount of fish, the frame rate of Dream Aquarium is extremely low on my computer. I assume this is because the author came from the film industry, where it's OK to take all day to render a frame. Coming from the gaming industry, my main priority is speed and smoothness. I don't know what is causing the slowdown, since Alan has done a wonderful job at keeping the polygon count down. It's possible that his highly effective collision-avoidance and schooling routine is simply a WHOLE LOT of code.
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