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Physics engine: Improved scaling performance #666
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I've started improving the QuadTree implementation so that I can use it here... I've done some stuff already but here is the TODO list:
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With the QuadTree updated, I'm back to looking at the Physics. Quickly adding in the QuadTree as our broad band culling phase has yielded promising results. 1000 circles used to run at about ~25 fps, and now it's up to 60 fps for a while, until the GC (speculation) kicks in and it drops to 45-50 fps. Still, a good improvement for minor code change. Things TODO:
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This reverts commit 1079c5f.
I was going to have a go at the tunnelling problem (#576) here too, but I think I'm going to wrap up this PR now and come back to that in a separate piece of work. There's a lot here already. |
Casually noodling around with the Physics engine. The main goal is just to make it scale better, but I made try and look at some other problems along the way.
Relates primarily to: #665