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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed.
Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary
when there's no tick. Might be some room to tweak, like doing these updates only when preserves change.
Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms).
When the map is filled up with preserve, about 35ms and 9ms. With a handful of
cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/abi/README
16 lines | 731 B | text/plain | TextLexer
16 lines | 731 B | text/plain | TextLexer
r0 | These are XNA ABI compatibility files for FNA. | |||
Note that these files are only important if you are working on XNA games without | ||||
source code access. If you have the source, build against FNA directly! | ||||
To build, you need FNA as well as FNA.NetStub, for the Xbox Live namespaces. | ||||
There are two ways to build: | ||||
1. Microsoft.Xna.Framework.sln. This is the recommended path, since FNA and | ||||
FNA.NetStub will be built for you. | ||||
2. Makefile. You need to build FNA and FNA.NetStub first. Then, type `make`! | ||||
Regardless of which path you choose, be sure that the FNA and FNA.NetStub repos | ||||
are sitting next to each other! For example, the Makefile in this folder will | ||||
look for FNA.NetStub in `../../FNA.NetStub/bin/Debug/FNA.NetStub.dll`. | ||||