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).
File last commit:
Show/Diff file:
Action:
FNA/abi/README
16 lines | 731 B | text/plain | TextLexer
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`.