Originally posted by karajorma
Bearbaiting!
Hmm, not as bad as I thought performance wise. It never dipped below 23 FPS on me and was pretty playable. We might have to see about making the collision pairs dynamically allocate though, in sanely sized batches, to get around that particular problem.
For performance during that mission:
compute_num_homing_objects():
calls: 4,962,496
CPU time spent: 108.27 seconds
percent of mission time: 21.63%
time per execution: ~0.0000218176 seconds
ship_name_lookup():
calls: 3,299,491
CPU time spent: 25.9 seconds
percent of mission time: 5.18%
time per execution: ~0.000007849696 seconds
collide_remove_weapons();
calls: 24,999
CPU time spent: 14.05 seconds
percent of mission time: 2.81%
time per execution: ~0.00056202
vm_vec_mag() was 16.80 seconds, but with 313,809,411 calls. Everything else was less than 10 seconds.