Created
December 7, 2019 01:08
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/* Changes made: | |
* Using chunkXCounter and chunkZCounter to check when we have moved into a new chunk, | |
* rather than (x % Constants.ChunkSize) * Constants.ChunkSize each loop. This removes all %, / and * operators | |
* Comparisons against 0 in loops where possible | |
* Using .Reset() on the block, rather than getting a reference and modifying index and health on two different lines | |
* Previous benchmark: 100 runs in 5315ms. | |
* New benchmark: 100 runs in 4755ms | |
* */ | |
byte[] fileData = r.ReadBytes(bytesRemaining); | |
var b = 0; | |
int chunkX = 0; | |
int chunkXCounter = 0; | |
// We have to subtract here as the first run of the loop will increment xMod | |
int xMod = -Constants.ChunkSize; | |
for (int x = 0; x < Constants.MapSizeX; x++) | |
{ | |
// Keep a counter to check when we have moved into a new chunk | |
if (chunkXCounter == 32) | |
{ | |
chunkX++; | |
// If moved into a new chunk, reset the access | |
xMod = 0; | |
chunkXCounter = 1; | |
} | |
else | |
{ | |
// If in the same chunk, increment the access | |
xMod += Constants.ChunkSize; | |
chunkXCounter++; | |
} | |
int xzAccess = xMod - Constants.ChunkSizeSquared; | |
int chunkZ = 0; | |
int chunkZCounter = 0; | |
for (int z = 0; z < Constants.MapSizeZ; z++) | |
{ | |
// Keep a counter to check when we have moved into a new chunk | |
if (chunkZCounter == 32) | |
{ | |
chunkZ++; | |
// If moved into a new chunk, reset the access | |
xzAccess = xMod; | |
chunkZCounter = 1; | |
} | |
else | |
{ | |
// If in the same chunk, increment the access | |
xzAccess += Constants.ChunkSizeSquared; | |
chunkZCounter++; | |
} | |
// Map-Coordinate Y, tracks our vertical position in the column | |
int mapY = 0; | |
// Get the amount of block types in this column | |
byte columnCount = fileData[b++]; | |
// Comparison against 0 is faster | |
for (int i = columnCount; i > 0; i--) | |
{ | |
// Get the block type and how tall the column is | |
byte type = fileData[b++]; | |
byte amount = fileData[b++]; | |
// If it's an empty column, there's no need to modify the chunk data. | |
if (type == 0) | |
{ | |
mapY += amount; | |
continue; | |
} | |
int chunkY = mapY / Constants.ChunkSize; | |
// Get the chunk and initialise it if needed | |
ChunkBase c = m.chunks[chunkX, chunkY, chunkZ]; | |
if (c == null) | |
c = m.InitChunk(chunkX, chunkY, chunkZ); | |
// Chunk-Coordinate Y | |
int yAccess = mapY % Constants.ChunkSize; | |
// Add each block in the column section | |
// Comparison againt 0 is faster | |
for (int j = amount; j > 0; j--) | |
{ | |
// If we have moved up into a new chunk | |
if (yAccess == 32) | |
{ | |
chunkY++; | |
c = m.chunks[chunkX, chunkY, chunkZ]; | |
if (c == null) | |
c = m.InitChunk(chunkX, chunkY, chunkZ); | |
yAccess = 0; | |
} | |
// Get a reference to the block and update it | |
c.data[xzAccess + yAccess].Reset(type, 100); | |
yAccess++; | |
} | |
mapY += amount; | |
} | |
// Update the height map | |
m.maxY[x, z] = (byte)mapY; | |
} | |
} |
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