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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/GameTime.cs
65 lines | 1.1 KiB | text/x-csharp | CSharpLexer
Early working version (including all dependencies, lol).
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 GameTime
{
#region Public Properties
public TimeSpan TotalGameTime
{
get;
internal set;
}
public TimeSpan ElapsedGameTime
{
get;
internal set;
}
public bool IsRunningSlowly
{
get;
internal set;
}
#endregion
#region Public Constructors
public GameTime()
{
TotalGameTime = TimeSpan.Zero;
ElapsedGameTime = TimeSpan.Zero;
IsRunningSlowly = false;
}
public GameTime(TimeSpan totalGameTime, TimeSpan elapsedGameTime)
{
TotalGameTime = totalGameTime;
ElapsedGameTime = elapsedGameTime;
IsRunningSlowly = false;
}
public GameTime(TimeSpan totalRealTime, TimeSpan elapsedRealTime, bool isRunningSlowly)
{
TotalGameTime = totalRealTime;
ElapsedGameTime = elapsedRealTime;
IsRunningSlowly = isRunningSlowly;
}
#endregion
}
}