From e4062d3ccddc180b9ae20f96c074a37b8eb3bbbc Mon Sep 17 00:00:00 2001 From: Kistaro Windrider Date: Sat, 21 Jun 2025 17:05:36 -0700 Subject: [PATCH] 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. --- vacuum_gambit.p8 | 77 ++++++++++++++++-------------------------------- 1 file changed, 25 insertions(+), 52 deletions(-) diff --git a/vacuum_gambit.p8 b/vacuum_gambit.p8 index 2e674b9..d351bcf 100644 --- a/vacuum_gambit.p8 +++ b/vacuum_gambit.p8 @@ -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 __gfx__ -00000000000650000000000000000000bb0b50b59909209200cc0c00000000007b00000082000000e00e8002e00e800200333300002222000000000000000000 -00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb00bb000000a2000000e0e8880240e8480403bbbb30028888200000000000000000 -00700700006d6500000000000cddddd00b33335009444420c00c000c0b33333000000000a8000000e88e2882e48e24823bbaabb3288aa8820000000000000000 -00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b3500000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000 -00077000067d665000000000cd10cdd100b3350000944200c0000000b350b33500000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000 -0070070065666765000000000ddddd100b33355009444220c000000c0333335000000000a800000008888820048488203bbaabb3288aa8820000000000000000 -000000006506506500000000001111000b0b5050090920200c0000c00055550000000000a2000000008882000048420003bbbb30028888200000000000000000 -00000000650000650000000000000000000b50000009200000c0cc00000000000000000082000000000820000008200000333300002222000000000000000000 +00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000 +00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000 +00700700006d6500000000000cddddd00b33335009444420c00c000c0b333330b7000000a8000000e88e2882e48e24823bbaabb3288aa8820000000000000000 +00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b35b7000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000 +00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000 +0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000 +000000006506506500000000001111000b0b5050090920200c0000c000555500b7000000a2000000008882000048420003bbbb30028888200000000000000000 +00000000650000650000000000000000000b50000009200000c0cc0000000000b700000082000000000820000008200000333300002222000000000000000000 0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000 000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000 00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000