changed the structure of aniamtion and texture storge, now a texture can contain multiple animation, and animation are a roll on the picture, and multiple animation can be on the different y level of a animation, now the animation info cached on each sprite does not need to store pointer to the texture, reduce the possibility of dangling pointer if i ever need to recycle loaded textures, and move many things to the heap.
all of this are not supposed to make a difference on performance, but it kind of did, now it normally stays at 2000 microsecond and go up to 3000 when update position of sprite, think its still good, as long as not peak over 3000
also optimized structs because i got aware of struct padding, so now the entire Propertie_Base struct fit in a L1 cache so should be more optimized? idk
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