Performace problems #127
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There are many places where Bacon2D can be optimized, before rushing into "solve/improve" some code it is better to point those things here.
** Things measured and in need for improvement **
** Wishy/Washy Alternatives **
@kenvandine i might be able to tackle some of these problems but i have too many things at the time.
If you anyone is gonna make changes, just let us know here so that no double work is done.
@kenvandine Any ideas for optimizing the QTime usage in the Entity's update?
I was thinking into batching each Entity based in the update interval they have.
For example, all entities with 60 as interval will be batched together. That is a great deal of processing time saved, the thing would be to handle them from a centralized location. EX: Scene::update().
@adderly We've talked about having an EntityManager which could keep track of all the entities in the game and their states. This could be used to keep track of all the intervals and call update as needed. I've debated if the performance improvement would be worth it, but in thinking about the update interval, it probably would be.
@adderly More specifically, instead of iterating over the children looking for entities, the EntityManager could maintain a list of all entities. The list could even be a map or some other data structure so we could quickly check things like update interval, etc.