Performance optimizations #2

Open
opened 2021-12-14 14:45:20 +00:00 by keith · 0 comments
Owner

I haven't tested with an actual game, but the engine seems a bit overcomplicated, which probably isn't good for performance.

Rendering

  • Rendering should be done in the actor class itself instead of a drawable component (or a drawable object that isn't a component)
  • Update drawable cache when properties change so we don't have to check active-p, tree-active-p, and has-tag every frame (superseded by #8)

Transform

  • Actor locations should be in pixels, not "world units" (and should be integers)
  • Replace 3d-vectors/3d-matrices with something more optimized?

Other

  • Don't fire [component (parent-activated)] unnecessarily
  • Do a ton of testing & profiling lmao
I haven't tested with an actual game, but the engine seems a bit overcomplicated, which probably isn't good for performance. ## Rendering - [ ] Rendering should be done in the `actor` class itself instead of a `drawable` component (or a `drawable` object that isn't a component) - ~~Update drawable cache when properties change so we don't have to check `active-p`, `tree-active-p`, and `has-tag` every frame~~ (superseded by #8) ## Transform - [ ] Actor locations should be in pixels, not "world units" (and should be integers) - [ ] Replace `3d-vectors`/`3d-matrices` with something more optimized? ## Other - [x] Don't fire `[component (parent-activated)]` unnecessarily - [ ] Do a ton of testing & profiling lmao
keith self-assigned this 2021-12-14 14:45:20 +00:00
keith added the
enhancement
label 2021-12-16 16:52:31 +00:00
Sign in to join this conversation.
No Milestone
No project
No Assignees
1 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: keith/wh-engine#2
No description provided.