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@ -23,7 +23,7 @@ These are mainly for [C](c.md), but may be usable in other languages as well.
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- **Avoid branches (ifs)** if you can (remember [ternary operators](ternary_operator.md), loop conditions etc. are branches as well). They break prediction in CPU pipelines and instruction preloading and are often source of great performance losses. Don't forget that you can many times compare and use the result of operations without using any branching (e.g. `x = (y == 5) + 1;` instead of `x = (y == 5) ? 2 : 1;`).
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- **Use iteration instead of [recursion](recursion.md)** if possible (calling a function costs something).
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- **Use [good enough](good_enough.md) [approximations](approximation.md) instead of completely accurate calculations**, e.g. taxicab distance instead of Euclidean distance, capsule shape to represent the player's collision shape rather than the 3D model's mesh etc. With a physics engine instead of running the simulation at the same FPS as rendering, you may just run it at half and [interpolate](interpolation.md) between two physics states at every other frame. Nice examples can also be found in [computer graphics](graphics.md), e.g. some [software renderers](sw_rendering.md) use perspective-correct texturing only for large near triangles and cheaper affine texturing for other triangles, which mostly looks OK.
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- **Use quick opt-out conditions**: many times before performing some expensive calculation you can quickly check whether it's even worth performing it and potentially skip it. For example in physics [collision detections](collision_detection.md) you may first quickly check whether the bounding spheres of the bodies collide before running an expensive precise collision detection -- if bounding spheres of objects don't collide, it is not possible for the bodies to collide and so we can skip further collision detection.
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- **Use quick [bailout](bailout.md) conditions**: many times before performing some expensive calculation you can quickly check whether it's even worth performing it and potentially skip it. For example in physics [collision detections](collision_detection.md) you may first quickly check whether the bounding spheres of the bodies collide before running an expensive precise collision detection -- if bounding spheres of objects don't collide, it is not possible for the bodies to collide and so we can skip further collision detection.
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- **Operations on static data can be accelerated with accelerating structures** ([look-up tables](lut.md) for functions, [indices](indexing.md) for database lookups, spatial grids for collision checking, various [trees](tree.md) ...).
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- **Use powers of 2** (1, 2, 4, 8, 16, 32, ...) whenever possible, this is efficient thanks to computers working in [binary](binary.md). Not only may this help nice utilization and alignment of memory, but mainly multiplication and division can be optimized by the compiler to mere bit shifts which is a tremendous speedup.
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- **Memory alignment usually helps speed**, i.e. variables at "nice addresses" (usually multiples of the platform's native integer size) are faster to access, but this may cost some memory (the gaps between aligned data).
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