back out of fast bullet changes, keep optimizations

in the "nothing but turrets" worst-case scenario, fast bullet logic costs 133% of slow bullet logic even when almost all shots on screen are slow. when I back out of this, that scenario is _still_ over 300% CPU but at least it's not 400%. note that this is with a screen mostly full of enemies, so processing all of them and their potential collisions also has cost, so the actual bullet-specific change is closer to 150%, maybe 200%. this is genuinely not as bad as I had thought but it doesn't feel like it will be workable; while my worst-case scenario is implausibly bad it's not actually 3x-likely-peak bad. so I'm going to need to find more optimizations, and probably give up on fast bullets. But I can keep the fast bullet branch around in case I find the headroom to reintroduce it later.
This commit is contained in:
2025-06-21 17:05:36 -07:00
parent c9d7437ffe
commit e4062d3ccd

View File

@ -257,30 +257,21 @@ function updategame()
if(es:hitship(ps)) eship_collider:yoink(es)
end
ebullets:strip(function(eb)
local disposition
repeat
disposition=eb:step()
if collides(pbox, hurtbox(eb)) then
ps:hitbullet(eb)
if (eb:hitship(ps)) return true
end
until disposition
return disposition == "dead"
if (eb:move()) return true
if (not collides(pbox, hurtbox(eb))) return
ps:hitbullet(eb)
return eb:hitship(ps)
end)
else
ebullets:strip(function(eb) repeat until eb:step() end)
ebullets:stripmove()
end
pbullets:strip(function(pb)
local disposition
repeat
disposition=pb:step()
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true
end
until disposition
return disposition == "dead"
if (pb:move()) return true
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true
end
end)
intangibles_fg:stripmove()
@ -700,10 +691,7 @@ end
-- default: die, return true.
-- returns whether to delete
-- the bullet
bullet_base = mknew{
steps=1,
current_step=0
}
bullet_base = mknew{}
gun_base = mknew{
shoot_ready = -32768,
@ -829,29 +817,15 @@ function bullet_base:hitship(_)
return true
end
function bullet_base:step()
self.current_step=(self.current_step+1)%self.steps
function bullet_base:move()
self.x += self.dx
self.y += self.dy
if (self.f) self.f -= 1
if ((self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)) return "dead"
if (self.current_step == 0) return "stop"
return (self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)
end
warmpal = {
[0]=0,1,2,1,2,1,5,10,2,4,9,3,13,5,8,9
}
function bullet_base:draw()
local s,bx,by,dx,dy,w,h,st = self.sprite,self.x,self.y,self.dx,self.dy,self.width,self.height,self.steps
if st > 1 then
pal(warmpal)
for n=st-1,1,-1 do
spr(s, bx-n*dx, by-n*dy, w, h)
end
pal()
end
spr(s, bx, by, w, h)
spr(self.sprite, self.x, self.y, self.width, self.height)
end
function bullet_base:spawn_at(x, y)
@ -919,16 +893,15 @@ zap_p = mknew(bullet_base.new{
--shape
sprite = 8, --index of ammo sprite
width = 0.25, --in 8x8 blocks
height = 0.25,
height = 1,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
width = 2,
height = 2,
height = 8,
},
x_off = 1, -- how to position by ship
y_off = 0,
steps=4,
damage = 1,
hitship = const_fxn(true),
@ -939,7 +912,7 @@ zap_p = mknew(bullet_base.new{
zap_gun_p = mknew(gun_base.new{
icon = 19,
cooldown = 0x0.0020, -- frames between shots
veloc = 2,
veloc = 7,
aim = 0.25,
munition = zap_p,
hdr = "mAIN gUN",
@ -2032,14 +2005,14 @@ function rearm_mode:update()
end
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