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Performance issues with large blocks #25
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I suspect it's the infinite loop detection code I added in #10 that's causing the problem. I have a number of ideas to work around this, such as disabling the infinite loop detection if there aren't portals directly above one another. That being said, this level is a bit esoteric in its use of a block to form walls instead of using walls to form walls. The performance regression is my fault, and I'll look into fixing this, but it might be worth mentioning that this usecase isn't really something that's super necessary to support. |
I'm actually having trouble seeing any performance problem on my machine. It might be due to the type of graphics card I have or something. I'm not sure. I've uploaded two experimental versions to try to isolate what's causing the performance problems. Please tell me how these two branches look to you: |
I would think that the infinite loop detector only would be active if portals are present/used. Is there any disadvantage to only enabling the loop detector while a portal is in use? |
perf1 appears to have little/no effect. |
Alright, please try this branch: |
perf3 works perfectly. |
thanks for your help |
I just went back to my level Coral Block and the game seems to delay before moving the snakes. Also, the animation of the snakes is sometimes skipped. It most likely has to do with the giant map-sized block. This issue wasn't present when I made the level.
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