Сделал ещё одну очевидную оптимизацию - кэширование матриц препятствий, результат превзошёл всё ожидания. 300 объектов - плавные 60 фпс, 500 объектов - 60 фпс с микрофризами. Для масштабов игры этого уже более чем достаточно. Теперь следует добиться такого же для более слабых машин, надо выбрать минимальные системные требования.
This commit is contained in:
226
common.py
226
common.py
@@ -26,6 +26,12 @@ def path_exists(data, path):
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return False
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return True
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def find_way(cells, start, goal, walkable, rocks_only):
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result = bfs_quick(cells, start, goal, walkable, rocks_only)
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return result
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'''
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#def find_way(cells, start, goal):
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# """Находит путь от start=(row, col) к goal=(row, col). row=y (строка), col=x (столбец)"""
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# rows = len(cells)
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@@ -289,8 +295,9 @@ def path_exists(data, path):
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#
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# return path
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'''
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def find_way(cells, start, goal):
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def bfs_quick(cells, start, goal, walkable, rocks_only):
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"""★СУПЕРБЫСТРЫЙ BFS: массивы вместо set/deque★"""
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rows = len(cells)
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if rows == 0:
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@@ -303,22 +310,22 @@ def find_way(cells, start, goal):
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if (s_row >= rows or s_col >= cols or
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g_row >= rows or g_col >= cols):
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print(f"Путь не найден: выход за границы {start} -> {goal}")
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#print(f"Путь не найден: выход за границы {start} -> {goal}")
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return None
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# ★ МАТРИЦЫ вместо set (10x быстрее хэширования) ★
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walkable = [[True] * cols for _ in range(rows)]
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rocks_only = [[False] * cols for _ in range(rows)]
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start_creature = cells[s_row][s_col].creature_obj
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for r in range(rows):
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for c in range(cols):
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cell = cells[r][c]
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if (cell.creature_obj and cell.creature_obj != start_creature) or \
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(cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
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walkable[r][c] = False
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if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
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rocks_only[r][c] = True
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## ★ МАТРИЦЫ вместо set (10x быстрее хэширования) ★
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#walkable = [[True] * cols for _ in range(rows)]
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#rocks_only = [[False] * cols for _ in range(rows)]
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#start_creature = cells[s_row][s_col].creature_obj
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#
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#for r in range(rows):
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# for c in range(cols):
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# cell = cells[r][c]
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# if (cell.creature_obj and cell.creature_obj != start_creature) or \
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# (cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
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# walkable[r][c] = False
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# if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
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# rocks_only[r][c] = True
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# ★ ВЫЧИСЛЯЕМЫЕ МАССИВЫ ★
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visited = [[False] * cols for _ in range(rows)]
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@@ -380,4 +387,191 @@ def can_move_diagonal(r, c, nr, nc, rocks_only, rows, cols):
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check1_ok = (0 <= r1 < rows and 0 <= c1 < cols and not rocks_only[r1][c1])
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check2_ok = (0 <= r2 < rows and 0 <= c2 < cols and not rocks_only[r2][c2])
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return check1_ok and check2_ok
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return check1_ok and check2_ok
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'''
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#def bfs_quick_d(obstacle_matrix, start, goal):
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# rows = len(obstacle_matrix)
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# if rows == 0:
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# print("❌ DEBUG: ПУСТАЯ МАТРИЦА")
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# return None
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#
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# cols = len(obstacle_matrix[0])
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# s_row, s_col = start
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# g_row, g_col = goal
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#
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# print(f"🔍 DEBUG: start={start}, goal={goal}, размер={rows}x{cols}")
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#
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# if (s_row >= rows or s_col >= cols or
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# g_row >= rows or g_col >= cols):
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# print(f"❌ DEBUG: ВЫХОД ЗА ГРАНИЦЫ: start({s_row},{s_col}) goal({g_row},{g_col})")
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# return None
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#
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# print(f"✅ DEBUG: Границы OK. obstacle[start]={obstacle_matrix[s_row][s_col]}, obstacle[goal]={obstacle_matrix[g_row][g_col]}")
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#
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# visited = [[False] * cols for _ in range(rows)]
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# parent = [[None] * cols for _ in range(rows)]
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#
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# queue_size = 0
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# queue = [[0, 0] for _ in range(rows * cols)]
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# queue[0] = [s_row, s_col]
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# queue_size = 1
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# front = 0
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#
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# visited[s_row][s_col] = True
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# print(f"✅ DEBUG: Старт добавлен в очередь. queue_size={queue_size}")
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#
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# directions = [(-1,0), (1,0), (0,-1), (0,1), (-1,-1), (-1,1), (1,-1), (1,1)]
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#
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# DEBUG_COUNTER = 0
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#
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# while front < queue_size:
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# r, c = queue[front]
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# front += 1
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# DEBUG_COUNTER += 1
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#
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# print(f"🔄 DEBUG[{DEBUG_COUNTER}]: обрабатываем ({r},{c}), очередь={front}/{queue_size}")
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#
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# if r == g_row and c == g_col:
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# print(f"✅ DEBUG: НАЙДЕН ЦЕЛЬ! Путь: ({r},{c})")
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# path = []
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# cr, cc = g_row, g_col
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# while True:
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# path.append((cr, cc))
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# if parent[cr][cc] is None:
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# break
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# pr, pc = parent[cr][cc]
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# cr, cc = pr, pc
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# return path[::-1]
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#
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# for dr, dc in directions:
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# nr, nc = r + dr, c + dc
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#
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# print(f" 📍 Проверяем соседа ({nr},{nc}): граница={0<=nr<rows and 0<=nc<cols}, "
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# f"visited={visited[nr][nc]}, obstacle={obstacle_matrix[nr][nc]}")
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#
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# if (0 <= nr < rows and 0 <= nc < cols and
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# not visited[nr][nc] and
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# not obstacle_matrix[nr][nc]):
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#
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# diagonal_ok = True
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# if dr * dc != 0:
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# diagonal_ok = can_move_diagonal(r, c, nr, nc, obstacle_matrix)
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# print(f" ↘️ Диагональ: {diagonal_ok}")
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#
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# if diagonal_ok:
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# visited[nr][nc] = True
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# parent[nr][nc] = (r, c)
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# queue[queue_size] = [nr, nc]
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# queue_size += 1
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# print(f" ✅ Добавили ({nr},{nc}) в очередь. queue_size={queue_size}")
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# else:
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# print(f" ❌ Диагональ заблокирована!")
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# else:
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# print(f" ❌ Сосед отклонен!")
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#
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# print(f"❌ DEBUG: ОЧЕРЕДЬ ОПУСТЕЛА! Обработано {DEBUG_COUNTER} узлов")
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# print(f" Последняя клетка в очереди: {queue[front-1] if front > 0 else 'ПУСТО'}")
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# print(f" Цель ({g_row},{g_col}) помечена как visited? {visited[g_row][g_col]}")
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# return None
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#
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#
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#def bfs_quick(obstacle_matrix, start, goal):
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# """★СУПЕРБЫСТРЫЙ BFS 8-направлений★
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# obstacle_matrix - ТОЛЬКО камни
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# """
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# rows = len(obstacle_matrix)
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# if rows == 0:
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# return None
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#
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# cols = len(obstacle_matrix[0])
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# s_row, s_col = start
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# g_row, g_col = goal
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#
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# if (s_row >= rows or s_col >= cols or
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# g_row >= rows or g_col >= cols):
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# return None
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#
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# # ★ МАТРИЦЫ состояния ★
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# visited = [[False] * cols for _ in range(rows)]
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# parent = [[None] * cols for _ in range(rows)]
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#
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# # ★ БЫСТРАЯ ОЧЕРЕДЬ ★
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# queue_size = 0
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# queue = [[0, 0] for _ in range(rows * cols)]
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# queue[0] = [s_row, s_col]
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# queue_size = 1
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# front = 0
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#
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# visited[s_row][s_col] = True
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#
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# # ★ 8 НАПРАВЛЕНИЙ ★
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# directions = [(-1,0), (1,0), (0,-1), (0,1), # Кардинальные (всегда)
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# (-1,-1), (-1,1), (1,-1), (1,1)] # Диагональные
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#
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# while front < queue_size:
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# r, c = queue[front]
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# front += 1
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#
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# if r == g_row and c == g_col:
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# # ★ Реконструкция пути ★
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# path = []
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# cr, cc = g_row, g_col
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# while True:
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# path.append((cr, cc))
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# if parent[cr][cc] is None:
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# break
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# pr, pc = parent[cr][cc]
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# cr, cc = pr, pc
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# return path[::-1]
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#
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# for dr, dc in directions:
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# nr, nc = r + dr, c + dc
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#
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# if not (0 <= nr < rows and 0 <= nc < cols):
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# continue
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# if visited[nr][nc] or obstacle_matrix[nr][nc]:
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# continue
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#
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# diagonal_ok = True
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# if dr * dc != 0:
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# diagonal_ok = can_move_diagonal(r, c, nr, nc, obstacle_matrix)
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# if diagonal_ok:
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# visited[nr][nc] = True
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# parent[nr][nc] = (r, c)
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# queue[queue_size] = [nr, nc]
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# queue_size += 1
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#
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# return None
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'''
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#def can_move_diagonal(r, c, nr, nc, obstacle_matrix):
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# """Диагональ БЛОКИРУЕТСЯ только камнями по углам"""
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# rows, cols = len(obstacle_matrix), len(obstacle_matrix[0])
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# dr = nr - r
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# dc = nc - c
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#
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# r1, c1 = r + dr, c # Вертикальная соседка
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# r2, c2 = r, c + dc # Горизонтальная соседка
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#
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# check1_ok = (0 <= r1 < rows and 0 <= c1 < cols and not obstacle_matrix[r1][c1])
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# check2_ok = (0 <= r2 < rows and 0 <= c2 < cols and not obstacle_matrix[r2][c2])
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#
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# return check1_ok and check2_ok
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#def can_move_diagonal(r, c, nr, nc, obstacle_matrix):
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# """Проверка диагонали с границами"""
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# rows, cols = len(obstacle_matrix), len(obstacle_matrix[0])
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# dr = nr - r
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# dc = nc - c
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#
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# # ★ ПРОВЕРКА ГРАНИЦ ПОПЕРЕДУ ★
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# r1, c1 = r + dr, c # вертикальная
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# r2, c2 = r, c + dc # горизонтальная
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#
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# # Если УЖЕ за границей - False
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# if not (0 <= r1 < rows and 0 <= c1 < cols):
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# return False
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# if not (0 <= r2 < rows and 0 <= c2 < cols):
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# return False
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#
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# return not obstacle_matrix[r1][c1] and not obstacle_matrix[r2][c2]
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@@ -11,7 +11,9 @@
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"name": "2",
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"sprite_name": "sword_default"
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},
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"creature_obj": {}
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"creature_obj": {"id": "1",
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"name": "2",
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"sprite_name": "elf_watching"}
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},
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{
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"terrain_obj": {
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@@ -20,7 +22,9 @@
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"sprite_name": "grass_small"
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},
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"item_obj": {},
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"creature_obj": {}
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"creature_obj": {"id": "1",
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"name": "2",
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"sprite_name": "elf_watching"}
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},
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{
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"terrain_obj": {
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63
eb_engine.py
63
eb_engine.py
@@ -38,6 +38,8 @@ class Map:
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sprites: dict
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sprites_refresh: int = 60
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cells: dict = field(default_factory = dict)
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walkable_matrix: list = field(default_factory = list)
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rocks_matrix: list = field(default_factory = list)
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color: str = "gray57"
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target_color: str = "gold"
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cell_size: int = 150
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@@ -66,7 +68,16 @@ class Map:
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final_cell.creature_obj = cell_classes[cell["creature_obj"]["sprite_name"]](**cell["creature_obj"])
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final_cell.creature_obj.grid_pos = (line, col)
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self.cells[line].append(final_cell)
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self.cells[line].append(final_cell)
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self.compute_walkable_rocks()
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for j in range(len(self.cells)):
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for cell in self.cells[j]:
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if cell.creature_obj:
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cell.creature_obj.walkable_matrix = self.walkable_matrix
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cell.creature_obj.rocks_matrix = self.rocks_matrix
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def move_obj(self, type, start, goal):
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"""Перемещает объект типа 'terrain_obj', 'item_obj' или 'creature_obj'
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@@ -114,10 +125,36 @@ class Map:
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return (row, col)
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def update_map(self, time_delta):
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self.compute_walkable_rocks()
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for j in range(len(self.cells)):
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for cell in self.cells[j]:
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if cell.creature_obj:
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cell.creature_obj.update(time_delta, self.cell_size, self) # self!
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cell.creature_obj.update(time_delta, self.cell_size, self)
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def compute_walkable_rocks(self):
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"""Вычисляет матрицы walkable и rocks_only БЕЗ учета стартовой позиции"""
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rows = len(self.cells)
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if rows == 0:
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return None, None
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cols = len(self.cells[0])
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# ★ ИНИЦИАЛИЗАЦИЯ ★
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self.walkable_matrix = [[True] * cols for _ in range(rows)]
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self.rocks_matrix = [[False] * cols for _ in range(rows)]
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# ★ ПОЛНЫЙ ПРОХОД ПО КАРТЕ ★
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for r in range(rows):
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for c in range(cols):
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cell = self.cells[r][c]
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# Запрещаем ВСЕ существа (включая стартовое!)
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if cell.creature_obj or \
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(cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
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self.walkable_matrix[r][c] = False
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# Отмечаем маленькие камни
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if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
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self.rocks_matrix[r][c] = True
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# def draw_map(self, screen, current_frame, grid=True):
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# terrain_list = []
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@@ -168,7 +205,6 @@ class Map:
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# color = self.target_color if cell.is_target else self.color
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# pygame.draw.rect(screen, color, grid_rect, self.bord)
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def draw_map(self, screen, current_frame, grid=True):
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screen_rect = screen.get_rect()
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terrain_list = []
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@@ -238,9 +274,6 @@ class Map:
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pygame.draw.rect(screen, color, grid_rect, self.bord)
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@dataclass
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class Engine:
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sprites: dict = field(default_factory = dict)
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@@ -328,14 +361,6 @@ class Engine:
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def main_loop(self):
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easy_map = Map("def_map.json", self.cached_sprites)
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#print(easy_map.find_way((1, 1), (5, 5)))
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#print(easy_map.find_way((0, 0), (1, 1)))
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#print(easy_map.find_way((0, 0), (0, 1)))
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#print(easy_map.find_way((0, 0), (0, 0)))
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#sp = eb_objects.Sprite(self.sprites, "elf_watching")
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#gr = pygame.image.load(file_path).convert_alpha()
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background = pygame.Surface((1600, 800))
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background.fill("chartreuse4")
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@@ -380,7 +405,12 @@ class Engine:
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col < len(easy_map.cells[row]) and
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easy_map.cells[row][col].creature_obj is None):
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elf = eb_objects.Creature(id=f"elf_{random.randint(1000,9999)}", name="Elf", sprite_name="elf_watching", grid_pos = pos)
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elf = eb_objects.Creature(id=f"elf_{random.randint(1000,9999)}",
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name="Elf", sprite_name="elf_watching",
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grid_pos = pos,
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walkable_matrix = easy_map.walkable_matrix,
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rocks_matrix = easy_map.rocks_matrix)
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r_move_short = eb_objects.Action(sprite_name="elf_watching", func=partial(elf.patrol, easy_map.cells, 3), duration=0.01)
|
||||
r_move_long = eb_objects.Action(sprite_name="elf_watching", func=partial(elf.move_rand, easy_map.cells, 0, 99), duration=0.01)
|
||||
elf.tasks.append([r_move_short]*5 + [r_move_long])
|
||||
@@ -514,8 +544,7 @@ class Engine:
|
||||
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
|
||||
if cell_coords:
|
||||
#print(f"Движение: {active_cell} -> {cell_coords}")
|
||||
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(
|
||||
easy_map.cells, cell_coords)
|
||||
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(easy_map.cells, cell_coords)
|
||||
|
||||
if keys[pygame.K_ESCAPE]:
|
||||
running = False
|
||||
|
||||
@@ -59,6 +59,8 @@ class Creature(Object):
|
||||
replan_counter: int = 0
|
||||
REPLAN_INTERVAL: int = 30000
|
||||
waypoints: list = field(default_factory = list)
|
||||
walkable_matrix: list = field(default_factory = list)
|
||||
rocks_matrix: list = field(default_factory = list)
|
||||
|
||||
inventory: dict = field(default_factory = dict)
|
||||
quick_actions: list = field(default_factory = list)
|
||||
@@ -76,7 +78,7 @@ class Creature(Object):
|
||||
|
||||
def replan(self, cells, pos):
|
||||
from common import find_way
|
||||
path = find_way(cells, pos, self.final_goal)
|
||||
path = find_way(cells, pos, self.final_goal, self.walkable_matrix, self.rocks_matrix)
|
||||
if path and len(path) > 1:
|
||||
self.waypoints = path[1:]
|
||||
self.current_target = self.waypoints[0]
|
||||
@@ -97,25 +99,37 @@ class Creature(Object):
|
||||
|
||||
|
||||
if self.current_target is None: return
|
||||
target_row, target_col = self.current_target
|
||||
if (target_row in map_obj.cells and
|
||||
target_col < len(map_obj.cells[target_row])):
|
||||
target_cell = map_obj.cells[target_row][target_col]
|
||||
if target_cell.creature_obj is not None:
|
||||
self.current_target = None
|
||||
self.waypoints.clear()
|
||||
self.render_offset = (0.0, 0.0)
|
||||
self.replan(map_obj.cells, self.start_pos)
|
||||
return
|
||||
|
||||
#target_row, target_col = self.current_target
|
||||
#if (target_row in map_obj.cells and
|
||||
# target_col < len(map_obj.cells[target_row])):
|
||||
# target_cell = map_obj.cells[target_row][target_col]
|
||||
#if target_cell.creature_obj is not None:
|
||||
# self.current_target = None
|
||||
# self.waypoints.clear()
|
||||
# self.render_offset = (0.0, 0.0)
|
||||
# self.replan(map_obj.cells, self.start_pos)
|
||||
# return
|
||||
|
||||
self.move_progress += self.move_speed * time_delta * 60
|
||||
self.move_progress = min(self.move_progress, 1.0)
|
||||
|
||||
if self.move_progress >= 1.0:
|
||||
map_obj.move_obj('creature_obj', self.start_pos, self.current_target)
|
||||
self.grid_pos = self.current_target
|
||||
if (map_obj.move_obj('creature_obj', self.start_pos, self.current_target)):
|
||||
self.grid_pos = self.current_target
|
||||
else:
|
||||
self.current_target = None
|
||||
self.waypoints.clear()
|
||||
self.render_offset = (0.0, 0.0)
|
||||
#если в матрице не считаем объекты, то:
|
||||
#добавляем клетку в матрицу, матрицу периодически чистим
|
||||
#посчитать как дорого обходится просчёт матрицы
|
||||
self.replan(map_obj.cells, self.start_pos)
|
||||
#тут сделать красивый переход в одну из соседних клеток
|
||||
return
|
||||
|
||||
if self.waypoints: self.waypoints.pop(0)
|
||||
|
||||
if self.waypoints:
|
||||
self.start_pos = self.current_target
|
||||
self.current_target = self.waypoints[0]
|
||||
@@ -141,7 +155,7 @@ class Creature(Object):
|
||||
def move(self, cells, goal):
|
||||
from common import find_way
|
||||
self.final_goal = goal
|
||||
path = find_way(cells, self.grid_pos, goal)
|
||||
path = find_way(cells, self.grid_pos, self.final_goal, self.walkable_matrix, self.rocks_matrix)
|
||||
if path and len(path) > 1:
|
||||
self.waypoints = path[1:]
|
||||
self.current_target = self.waypoints[0]
|
||||
@@ -171,6 +185,9 @@ class Creature(Object):
|
||||
#clear goal/wp
|
||||
|
||||
def update(self, time_delta, cell_size, map_obj):
|
||||
self.walkable_matrix = map_obj.walkable_matrix
|
||||
self.rocks_matrix = map_obj.rocks_matrix
|
||||
|
||||
#quick_actions? here?
|
||||
#print(self.waypoints, self.final_goal, self.action_counter, self.task_counter)
|
||||
if self.final_goal is not None:
|
||||
|
||||
231
f.txt
Normal file
231
f.txt
Normal file
@@ -0,0 +1,231 @@
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 61.35
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 45.87
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 55.25
|
||||
Elves count: 500 - Current FPS: 52.36
|
||||
Elves count: 500 - Current FPS: 53.76
|
||||
Elves count: 500 - Current FPS: 52.36
|
||||
Elves count: 500 - Current FPS: 49.02
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 57.80
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 44.05
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 54.05
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 49.50
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 34.13
|
||||
Elves count: 500 - Current FPS: 48.54
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 59.88
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 43.10
|
||||
Leak: 2232.0 KB per 1000 frames
|
||||
Elves count: 500 - Current FPS: 50.25
|
||||
Elves count: 500 - Current FPS: 41.67
|
||||
Elves count: 500 - Current FPS: 57.80
|
||||
Elves count: 500 - Current FPS: 45.25
|
||||
Elves count: 500 - Current FPS: 49.50
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 49.02
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 46.30
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 48.08
|
||||
Elves count: 500 - Current FPS: 41.49
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 61.35
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 50.25
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 57.80
|
||||
Elves count: 500 - Current FPS: 54.05
|
||||
Elves count: 500 - Current FPS: 51.28
|
||||
Elves count: 500 - Current FPS: 52.08
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 54.05
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 51.28
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 51.28
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 59.88
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 45.45
|
||||
Elves count: 500 - Current FPS: 52.91
|
||||
Elves count: 500 - Current FPS: 32.57
|
||||
Elves count: 500 - Current FPS: 29.07
|
||||
Elves count: 500 - Current FPS: 45.25
|
||||
Elves count: 500 - Current FPS: 30.03
|
||||
Elves count: 500 - Current FPS: 45.66
|
||||
Elves count: 500 - Current FPS: 43.86
|
||||
Elves count: 500 - Current FPS: 38.91
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 34.01
|
||||
Elves count: 500 - Current FPS: 44.84
|
||||
Elves count: 500 - Current FPS: 36.63
|
||||
Elves count: 500 - Current FPS: 39.84
|
||||
Elves count: 500 - Current FPS: 42.55
|
||||
Elves count: 500 - Current FPS: 31.65
|
||||
Elves count: 500 - Current FPS: 30.96
|
||||
Elves count: 500 - Current FPS: 37.59
|
||||
Elves count: 500 - Current FPS: 39.53
|
||||
Elves count: 500 - Current FPS: 45.87
|
||||
Elves count: 500 - Current FPS: 37.31
|
||||
Elves count: 500 - Current FPS: 35.34
|
||||
Elves count: 500 - Current FPS: 39.22
|
||||
Elves count: 500 - Current FPS: 47.17
|
||||
Elves count: 500 - Current FPS: 39.37
|
||||
Elves count: 500 - Current FPS: 25.25
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 48.54
|
||||
Elves count: 500 - Current FPS: 44.64
|
||||
Elves count: 500 - Current FPS: 43.67
|
||||
Elves count: 500 - Current FPS: 28.17
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 31.06
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 37.59
|
||||
Elves count: 500 - Current FPS: 42.19
|
||||
Elves count: 500 - Current FPS: 50.25
|
||||
Elves count: 500 - Current FPS: 35.59
|
||||
Elves count: 500 - Current FPS: 45.45
|
||||
Elves count: 500 - Current FPS: 45.45
|
||||
Elves count: 500 - Current FPS: 28.65
|
||||
Elves count: 500 - Current FPS: 24.15
|
||||
Elves count: 500 - Current FPS: 42.55
|
||||
Leak: 3284.0 KB per 1000 frames
|
||||
Elves count: 500 - Current FPS: 42.19
|
||||
Elves count: 500 - Current FPS: 35.09
|
||||
Elves count: 500 - Current FPS: 42.19
|
||||
Elves count: 500 - Current FPS: 51.55
|
||||
Elves count: 500 - Current FPS: 32.36
|
||||
Elves count: 500 - Current FPS: 39.22
|
||||
Elves count: 500 - Current FPS: 35.59
|
||||
Elves count: 500 - Current FPS: 28.57
|
||||
Elves count: 500 - Current FPS: 22.73
|
||||
Elves count: 500 - Current FPS: 31.85
|
||||
Elves count: 500 - Current FPS: 26.74
|
||||
Elves count: 500 - Current FPS: 24.94
|
||||
Elves count: 500 - Current FPS: 22.08
|
||||
Elves count: 500 - Current FPS: 24.51
|
||||
Elves count: 500 - Current FPS: 34.97
|
||||
Elves count: 500 - Current FPS: 30.40
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 40.16
|
||||
Elves count: 500 - Current FPS: 55.87
|
||||
Elves count: 500 - Current FPS: 33.78
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 33.00
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 61.35
|
||||
Elves count: 500 - Current FPS: 51.02
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 53.19
|
||||
Elves count: 500 - Current FPS: 53.76
|
||||
Elves count: 500 - Current FPS: 39.37
|
||||
Elves count: 500 - Current FPS: 49.50
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 47.17
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 52.36
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 39.06
|
||||
Elves count: 500 - Current FPS: 51.55
|
||||
Elves count: 500 - Current FPS: 56.82
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 55.87
|
||||
Elves count: 500 - Current FPS: 48.08
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 51.55
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 47.85
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 53.48
|
||||
Elves count: 500 - Current FPS: 52.91
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 34.60
|
||||
Elves count: 500 - Current FPS: 41.84
|
||||
Elves count: 500 - Current FPS: 59.88
|
||||
Elves count: 500 - Current FPS: 49.75
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 45.25
|
||||
Elves count: 500 - Current FPS: 35.59
|
||||
6
plan.txt
6
plan.txt
@@ -19,4 +19,8 @@
|
||||
- сделать фундамент для MapManager, пока не развивать, но надо исходить из того
|
||||
что одновременно может рендериться несколько карт;
|
||||
|
||||
3. Оптимизация.
|
||||
3. Оптимизация.
|
||||
- проверяем, есть ли объект в клетке только перед непосредственным перемещением в ячейку
|
||||
Cells, а не каждый calc_step; + (исправить визуальный баг, см комменты calc_step)
|
||||
- перестаём учитывать объекты в алгоритме поиска пути; - (попробовать ещё раз, подумать)
|
||||
- заранее передаем в алгоритм карту препятствий; +
|
||||
Reference in New Issue
Block a user