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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/src/GameComponentCollectionEventArgs.cs
37 lines | 646 B | text/x-csharp | CSharpLexer
37 lines | 646 B | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework | ||||
{ | ||||
public class GameComponentCollectionEventArgs : EventArgs | ||||
{ | ||||
#region Public Properties | ||||
public IGameComponent GameComponent | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
#endregion | ||||
#region Public Constructors | ||||
public GameComponentCollectionEventArgs(IGameComponent gameComponent) | ||||
{ | ||||
GameComponent = gameComponent; | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||