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Optimization We reached the 2/3 mark on our project before we noted some major slow down issues. Here i took on the task of huntig down the problem and fixing it. One of the biggest issues was the fact that we were using vectors and not arrays. That was an easy fix and probably got us a 50 percent return on speed. Next was the collision checks i mentioned in the collision section. Also i slowed down the fire rate of the A.I. took car of some random memory leak issues. I changed all of the distance checks from square roots of squares to multiplies. There was also some newing and deleting going on in runtime i had to get rid of. In the end, even though it was too late, i realized that the particle system was newing and deleting every particle during runtime. Part of the reason when the end guy goes bzerk or dies you have a major lag experience. |
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