Optimization: FindHull spatial hashing, itemcomponent sounds in a dictionary, got rid of Item.Updated, rendering fixes, disposing shadow vertex buffers
This commit is contained in:
@@ -51,9 +51,7 @@ namespace Barotrauma
|
||||
|
||||
Sounds.SoundManager.LowPassHFGain = 1.0f;
|
||||
}
|
||||
|
||||
int rendc;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Allows the game to run logic such as updating the world,
|
||||
/// checking for collisions, gathering input, and playing audio.
|
||||
@@ -61,6 +59,39 @@ namespace Barotrauma
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
//if (PlayerInput.KeyHit(Keys.T))
|
||||
//{
|
||||
// Stopwatch sw = new Stopwatch();
|
||||
// sw.Start();
|
||||
|
||||
// Rand.SetSyncedSeed(123);
|
||||
|
||||
// for (int i = 0; i<10000; i++)
|
||||
// {
|
||||
// Hull.FindHull(new Vector2(
|
||||
// Rand.Range(Submarine.Borders.X, Submarine.Borders.Right, false),
|
||||
// Rand.Range(Submarine.Borders.Y - Submarine.Borders.Height, Submarine.Borders.Y, false)),
|
||||
// Hull.hullList[Rand.Int(Hull.hullList.Count-1)], false);
|
||||
// }
|
||||
|
||||
// sw.Stop();
|
||||
// Debug.WriteLine("FindHull1: "+sw.ElapsedMilliseconds);
|
||||
// sw.Restart();
|
||||
// Rand.SetSyncedSeed(123);
|
||||
// for (int i = 0; i < 10000; i++)
|
||||
// {
|
||||
// Hull.FindHull2(new Vector2(
|
||||
// Rand.Range(Submarine.Borders.X, Submarine.Borders.Right, false),
|
||||
// Rand.Range(Submarine.Borders.Y - Submarine.Borders.Height, Submarine.Borders.Y, false)),
|
||||
// Hull.hullList[Rand.Int(Hull.hullList.Count - 1)], false);
|
||||
// }
|
||||
|
||||
// sw.Stop();
|
||||
// Debug.WriteLine("FindHull2: " + sw.ElapsedMilliseconds);
|
||||
// var askdnkjd = 1;
|
||||
//}
|
||||
|
||||
|
||||
//the accumulator code is based on this article:
|
||||
//http://gafferongames.com/game-physics/fix-your-timestep/
|
||||
Physics.accumulator += deltaTime;
|
||||
|
||||
Reference in New Issue
Block a user