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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/PlayerIndex.cs
34 lines | 682 B | 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
namespace Microsoft.Xna.Framework
{
/// <summary>
/// Defines the index of player for various input components.
/// </summary>
public enum PlayerIndex
{
/// <summary>
/// The first player index.
/// </summary>
One = 0,
/// <summary>
/// The second player index.
/// </summary>
Two = 1,
/// <summary>
/// The third player index.
/// </summary>
Three = 2,
/// <summary>
/// The fourth player index.
/// </summary>
Four = 3
}
}