Hi,
Pipeline wrote:
After some playtesting, i did manage to find a few areas (although these
are more rare now) where performance is an issue. A simple example
would be Enigma II - 20 Meditation. On this level it begins very
smoothly, only after setting four balls into the hollows does a
performance issue become apparent, at which time the performance drops
to around 3 fps and setting a fifth ball reduces performance to around
2fps and a sixth perhaps 1fps. So the holes (hollows) seem to be adding
a significant amount of computation overhead which the 400mhz ARM cpu
can't keep up with. I tried looking into the source code however this
is rather complicated to determine what might be causing. I am guessing
this is some sort of math calculation which adds forces when in hollows
but i can't pinpoint. I have tried compiling with flags to enable
hardware floating point ( -mcpu=arm1136j-s -mfpu=vfp -mfloat-abi=softfp)
which has worked well on other ports but makes no difference when added
to src and lua project makefiles.
Any ideas on whether this is avoidable? Or could it be the default
maemo libm (which, i believe, does not take advantage of floating point)
is the culprit?
I thought I had eliminated all algorithms with quadratic behaviour on
the number of actors :-(
But I never checked the hollows thoroughly! Indeed I just dected by a
quick code review a totally unecessary quadratic algorithm that can be
replaced by a linear one. Thanks for the report!
Greets,
Ronald
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