Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-11 00:53:58 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-11 00:53:58 +0400
commit386122ada6432b29437c3ca7f1eea2b5b919d377 (patch)
tree88923d82aaf1b87c1498db6112d027297ff1c492 /source/gameengine/Ketsji/KX_NearSensor.h
parent6f5ef6044dabdd383a91a14c65a2f9f454fb5c42 (diff)
BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
Diffstat (limited to 'source/gameengine/Ketsji/KX_NearSensor.h')
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_NearSensor.h b/source/gameengine/Ketsji/KX_NearSensor.h
index 5b65312472a..35136b79d13 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.h
+++ b/source/gameengine/Ketsji/KX_NearSensor.h
@@ -71,7 +71,7 @@ public:
virtual void SynchronizeTransform();
virtual CValue* GetReplica();
virtual void ProcessReplica();
- virtual bool Evaluate(CValue* event);
+ virtual bool Evaluate();
virtual void ReParent(SCA_IObject* parent);
virtual bool NewHandleCollision(void* obj1,void* obj2,