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.
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		| @@ -257,30 +257,21 @@ function updategame() | |||||||
|    if(es:hitship(ps)) eship_collider:yoink(es) |    if(es:hitship(ps)) eship_collider:yoink(es) | ||||||
|   end |   end | ||||||
|   ebullets:strip(function(eb) |   ebullets:strip(function(eb) | ||||||
|    local disposition |    if (eb:move()) return true | ||||||
|    repeat |    if (not collides(pbox, hurtbox(eb))) return | ||||||
|     disposition=eb:step() |    ps:hitbullet(eb) | ||||||
|     if collides(pbox, hurtbox(eb)) then |    return eb:hitship(ps) | ||||||
|      ps:hitbullet(eb) |  | ||||||
|      if (eb:hitship(ps)) return true |  | ||||||
|     end |  | ||||||
|    until disposition |  | ||||||
|    return disposition == "dead" |  | ||||||
|   end) |   end) | ||||||
|  else |  else | ||||||
|   ebullets:strip(function(eb) repeat until eb:step() end) |   ebullets:stripmove() | ||||||
|  end |  end | ||||||
|  |  | ||||||
|  pbullets:strip(function(pb) |  pbullets:strip(function(pb) | ||||||
|   local disposition |   if (pb:move()) return true | ||||||
|   repeat |   for es in eship_collider:iterate_collisions(hurtbox(pb)) do | ||||||
|    disposition=pb:step() |    if (es:hitbullet(pb)) eship_collider:yoink(es) | ||||||
|    for es in eship_collider:iterate_collisions(hurtbox(pb)) do |    if (pb:hitship(es)) return true | ||||||
|     if (es:hitbullet(pb)) eship_collider:yoink(es) |   end | ||||||
|     if (pb:hitship(es)) return true |  | ||||||
|    end |  | ||||||
|   until disposition |  | ||||||
|   return disposition == "dead" |  | ||||||
|  end) |  end) | ||||||
|   |   | ||||||
|  intangibles_fg:stripmove() |  intangibles_fg:stripmove() | ||||||
| @@ -700,10 +691,7 @@ end | |||||||
| --   default: die, return true. | --   default: die, return true. | ||||||
| --   returns whether to delete | --   returns whether to delete | ||||||
| --   the bullet | --   the bullet | ||||||
| bullet_base = mknew{ | bullet_base = mknew{} | ||||||
|  steps=1, |  | ||||||
|  current_step=0 |  | ||||||
| } |  | ||||||
|  |  | ||||||
| gun_base = mknew{  | gun_base = mknew{  | ||||||
|  shoot_ready = -32768, |  shoot_ready = -32768, | ||||||
| @@ -829,29 +817,15 @@ function bullet_base:hitship(_) | |||||||
|  return true |  return true | ||||||
| end | end | ||||||
|  |  | ||||||
| function bullet_base:step() | function bullet_base:move() | ||||||
|  self.current_step=(self.current_step+1)%self.steps |  | ||||||
|  self.x += self.dx |  self.x += self.dx | ||||||
|  self.y += self.dy |  self.y += self.dy | ||||||
|  if (self.f) self.f -= 1 |  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" |  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) | ||||||
|  if (self.current_step == 0) return "stop" |  | ||||||
| end | end | ||||||
|  |  | ||||||
| warmpal = { |  | ||||||
|  [0]=0,1,2,1,2,1,5,10,2,4,9,3,13,5,8,9 |  | ||||||
| } |  | ||||||
|  |  | ||||||
| function bullet_base:draw() | 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 |  spr(self.sprite, self.x, self.y, self.width, self.height) | ||||||
|  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) |  | ||||||
| end | end | ||||||
|  |  | ||||||
| function bullet_base:spawn_at(x, y) | function bullet_base:spawn_at(x, y) | ||||||
| @@ -919,16 +893,15 @@ zap_p = mknew(bullet_base.new{ | |||||||
|  --shape |  --shape | ||||||
|  sprite = 8, --index of ammo sprite |  sprite = 8, --index of ammo sprite | ||||||
|  width = 0.25, --in 8x8 blocks |  width = 0.25, --in 8x8 blocks | ||||||
|  height = 0.25, |  height = 1, | ||||||
|  hurt = { -- hurtbox - where this ship can be hit |  hurt = { -- hurtbox - where this ship can be hit | ||||||
|   x_off = 0, -- upper left corner |   x_off = 0, -- upper left corner | ||||||
|   y_off = 0, -- relative to sprite |   y_off = 0, -- relative to sprite | ||||||
|   width = 2, |   width = 2, | ||||||
|   height = 2, |   height = 8, | ||||||
|  }, |  }, | ||||||
|  x_off = 1, -- how to position by ship |  x_off = 1, -- how to position by ship | ||||||
|  y_off = 0, |  y_off = 0, | ||||||
|  steps=4, |  | ||||||
|  damage = 1, |  damage = 1, | ||||||
|  |  | ||||||
|  hitship = const_fxn(true), |  hitship = const_fxn(true), | ||||||
| @@ -939,7 +912,7 @@ zap_p = mknew(bullet_base.new{ | |||||||
| zap_gun_p = mknew(gun_base.new{ | zap_gun_p = mknew(gun_base.new{ | ||||||
|  icon = 19, |  icon = 19, | ||||||
|  cooldown = 0x0.0020, -- frames between shots |  cooldown = 0x0.0020, -- frames between shots | ||||||
|  veloc = 2, |  veloc = 7, | ||||||
|  aim = 0.25, |  aim = 0.25, | ||||||
|  munition = zap_p, |  munition = zap_p, | ||||||
|  hdr = "mAIN gUN", |  hdr = "mAIN gUN", | ||||||
| @@ -2032,14 +2005,14 @@ function rearm_mode:update() | |||||||
| end | end | ||||||
|  |  | ||||||
| __gfx__ | __gfx__ | ||||||
| 00000000000650000000000000000000bb0b50b59909209200cc0c00000000007b00000082000000e00e8002e00e800200333300002222000000000000000000 | 00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000 | ||||||
| 00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb00bb000000a2000000e0e8880240e8480403bbbb30028888200000000000000000 | 00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000 | ||||||
| 00700700006d6500000000000cddddd00b33335009444420c00c000c0b33333000000000a8000000e88e2882e48e24823bbaabb3288aa8820000000000000000 | 00700700006d6500000000000cddddd00b33335009444420c00c000c0b333330b7000000a8000000e88e2882e48e24823bbaabb3288aa8820000000000000000 | ||||||
| 00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b3500000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000 | 00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b35b7000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000 | ||||||
| 00077000067d665000000000cd10cdd100b3350000944200c0000000b350b33500000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000 | 00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000 | ||||||
| 0070070065666765000000000ddddd100b33355009444220c000000c0333335000000000a800000008888820048488203bbaabb3288aa8820000000000000000 | 0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000 | ||||||
| 000000006506506500000000001111000b0b5050090920200c0000c00055550000000000a2000000008882000048420003bbbb30028888200000000000000000 | 000000006506506500000000001111000b0b5050090920200c0000c000555500b7000000a2000000008882000048420003bbbb30028888200000000000000000 | ||||||
| 00000000650000650000000000000000000b50000009200000c0cc00000000000000000082000000000820000008200000333300002222000000000000000000 | 00000000650000650000000000000000000b50000009200000c0cc0000000000b700000082000000000820000008200000333300002222000000000000000000 | ||||||
| 0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000 | 0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000 | ||||||
| 000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000 | 000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000 | ||||||
| 00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000 | 00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000 | ||||||
|   | |||||||
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