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perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading
Squared distance optimizations across 30 files: - Convert glm::length() comparisons to glm::dot() (no sqrt) - Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt) - Defer sqrt to after early-out checks in collision/movement code - Hottest paths: camera_controller (21), weather particles, WMO collision, transport movement, creature interpolation, nameplate culling Container and algorithm improvements: - std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches - std::mutex → std::shared_mutex for asset_manager and mpq_manager caches - std::sort → std::partial_sort in lighting_manager (top-2 of N volumes) - Double-lookup find()+operator[] → insert_or_assign in game_handler - Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision Threading and synchronization: - Replace 1ms busy-wait polling with condition_variable in character_renderer - Move timestamp capture before mutex in logger - Use memory_order_acquire/release for normal map completion signaling API additions: - DBC getStringView()/getStringViewByOffset() for zero-copy string access - Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
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29 changed files with 328 additions and 196 deletions
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@ -221,6 +221,7 @@ void Weather::update(const Camera& camera, float deltaTime) {
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// Update position buffer
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particlePositions.clear();
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particlePositions.reserve(particles.size());
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for (const auto& particle : particles) {
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particlePositions.push_back(particle.position);
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}
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@ -232,9 +233,10 @@ void Weather::updateParticle(Particle& particle, const Camera& camera, float del
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// Reset if lifetime exceeded or too far from camera
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glm::vec3 cameraPos = camera.getPosition();
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float distance = glm::length(particle.position - cameraPos);
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glm::vec3 toCamera = particle.position - cameraPos;
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float distSq = glm::dot(toCamera, toCamera);
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if (particle.lifetime >= particle.maxLifetime || distance > SPAWN_VOLUME_SIZE ||
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if (particle.lifetime >= particle.maxLifetime || distSq > SPAWN_VOLUME_SIZE * SPAWN_VOLUME_SIZE ||
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particle.position.y < cameraPos.y - 20.0f) {
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// Respawn at top
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particle.position = getRandomPosition(cameraPos);
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