Hi,
Pipeline wrote:
The performance gains from this patch are significant :) I would say
the level varies between 35-50 fps... hard to pin down average but i'd
stay it stays mostly in the 40s fps range. Over 1000% improvement :)
That is even better than I dared to hope :-)
Let me know if you want to optimize any other items. I hate to waste
algorithm magic so I could probably come up with a few examples :) Are
there any improvements possible with rotors? I suppose The Aztec Temple
(E VI:100) runs slowly (2fps) because of the 4 rotors?
I am aware of two remaining algorithms quadratic in the number of actors.
First the electric forces (see "Electric Meditation"). But these forces
are intrinsic quadratic. The number of electric loaded actors will
remain a limit.
Second the rotors and tops. I exchanged the former quadratic algorithm
by a new one that works linear on tops/rotors that are limited in range.
But on levels like Aztec Temple with 9 unlimited range rotors/tops and
just 2 marbles this algorithm is still quadratic. I am thinking of
adding a second algorithm that is linear for this typ of levels with
just very few target marbles. The engine could then choose the better
algorithm to keep the load low.
Greets,
Ronald
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