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Have you measured the time it takes to process those 10000+ soldiers? Like is it a big bottleneck or you could afford putting even more?

I spent a significant amount of time in optimization for this 7DRL.  I could afford more at this point.  The biggest bottlenecks right now:

1) Copying the soldiers from frame to frame.  This could be vastly accelerated if I switched to a SOA rather than the current pointer-chasing format for the MOB class.

2) Registering bullets on the display.  I already restrict this to only the current FOV, but there is an ugly O(n^2) for my event class that wasn't a problem since normally only have a dozen events per frame at most :>

The big problem is I feel it already runs a bit slow even on high end machines... The simulation is currently completely uncapped (so if we ever get faster machines some day, it will be stupidly fast :>)  I'd have much rather if I could have simulated way faster so given you a 1x, 10x, 60x realtime options rather than the current all or nothing.