Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Supplying CloneTileData/CloneBatchData as a raw array #629

Closed
wants to merge 1 commit into from

Conversation

davesmith00000
Copy link
Member

@davesmith00000 davesmith00000 commented Nov 5, 2023

TODOs:

  • Find out why clone instancing isn't working in Perf game
  • Confetti is slower, I'm thinking it's the flatMap. Refactor code to optimally use raw data. (Or is this just the wrong use case? Test on roguelikes instead?)

@davesmith00000 davesmith00000 self-assigned this Nov 5, 2023
@davesmith00000 davesmith00000 changed the title Raw Clone data, batches not working, confetti slow Supplying CloneTileData/CloneBatchData as a raw array Nov 5, 2023
@davesmith00000
Copy link
Member Author

I've slept on it, and I may park this.

I like the syntax change that happened here, and that might be worth keeping (?), but I think the core idea may be deeply flawed. The issue is that to gain all this efficiency you'd need to basically bind your model structure to the mutable structure this thing requires including all the rendering specific values. If you're going to do that, there's probably much simpler ways to gain efficiency.

@davesmith00000
Copy link
Member Author

Parking this PR.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant