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2a61c7790b
This mostly come out of optimizing BlocksOfInterest to (empirically) minimize redundant computations, use a more efficient RNG, use a faster verion of iter_changed, and optimize water block handling (theoretically the iter_changed difference might mean we missed some water blocks, but in practice it's unlikely to matter for fast-moving rivers). Also did some microoptimizations of meshing etc. that seem to result in pretty good improvements in practice, and also added another set of optimizations to improve tree performance (special casing "easy" segment approaches, which got a few percent, and inlining block_from_structure for tree leaves and branches, which got us considerably more; I think the total improvement is around 5%). |
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anim | ||
benches | ||
dynlib | ||
egui | ||
examples | ||
i18n | ||
src | ||
build.rs | ||
Cargo.toml |