Changes between Version 1 and Version 2 of Ticket #2430, comment 1


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Timestamp:
Feb 9, 2014, 9:37:49 PM (10 years ago)
Author:
wraitii

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  • Ticket #2430, comment 1

    v1 v2  
    11Above patch changes the subdivision system slightly. All items are now unique, and stored only in one subdivision. If the half-size of their obstruction square is higher than the subdivision's size, they're stored in a general array, otherwise in the proper subdivision. When returning results, we return one subdivision more on each side to ensure that we do return all elements, and we then add the general array (I think I forgot that in the current patch).
    22
    3 In effect, this allows to remove the sorting and making unique non-sense that we were having before, which should be a little faster. My implementation is also dynamic sized, a template (I changed the range manager to pass entity data directly, for example, which might also be ever so slightly faster than the current system with entity maps, or which might allow us to change entity maps to a faster system).
     3In effect, this allows to remove the sorting and making unique non-sense that we were having before, which should be a little faster.\\My implementation is also dynamic sized, a template (I changed the range manager to pass entity data pointers directly, for example, which might also be ever so slightly faster than the current system with entity maps where we need to access the entity data using the ID, or which might allow us to change entity maps to a faster system).
    44
    55Needs some reviewing, I get a weird error where the game tries to malloc absurd amounts of memory (I had 92tb once) sometimes when appending vectors, I don't really get why.