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) | ||||
|   end | ||||
|   ebullets:strip(function(eb) | ||||
|    local disposition | ||||
|    repeat | ||||
|     disposition=eb:step() | ||||
|     if collides(pbox, hurtbox(eb)) then | ||||
|    if (eb:move()) return true | ||||
|    if (not collides(pbox, hurtbox(eb))) return | ||||
|    ps:hitbullet(eb) | ||||
|      if (eb:hitship(ps)) return true | ||||
|     end | ||||
|    until disposition | ||||
|    return disposition == "dead" | ||||
|    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() | ||||
|   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 | ||||
|   until disposition | ||||
|   return disposition == "dead" | ||||
|  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 | ||||
|   | ||||
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