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physics #90
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physics #90
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physics
DragoonXen f8fc14c
fine tune collision power
DragoonXen 4ba7f09
fix collision force calculation
DragoonXen f606590
minor collision fix
DragoonXen 2229143
check if distance zero before collision calc
DragoonXen 80a013f
fix id's retreiving for server build
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с точки зрения производительности выгодно сравнивать квадраты расстояний, т.к вычисления корня вроде где-то в 4 раз медленнее умножения.
то есть вот так будет чуть быстрее:
PS: я не знаю есть ли в qt функция sqr
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пруф:
http://quick-bench.com/HY-gJwXGdunwND7FnUUAQg9rzxc
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то, что квадрат быстрее корня - мне пруфа не надо
Но если коллизия таки есть, то корень используется ниже в формуле. Для симуляции в стратегии это может и критично, в раннере это микро/наносекунды. Да и в стратегии я бы сначала посмотрел на профайлер до такой оптимизации
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В принципе если суть формулы вычисления силы коллизии оставить такой, как есть - ниже тоже можно воспользоваться квадратами и убрать ещё одно умножение, кажется
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Там же O(n*n) алгоритм поиска столкновений, то есть в 99% случаев выполняется ветка где нет коллизии, поэтому она должна работать быстро.
Можно вообще только по координате X сравнить и выйти, выгоды будет больше чем от избавления от корня.
Согласен. Особенно учитывая что фрагментов редко когда больше 10.
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Судя по тому, что я видел, то там коллизии будут куда чаще, чем в 1% случаев.
Да, можно ускорить, я не спорю. Нужно ли
Я просто не хотел усложнять для понимания код. Кому нужно - сделают)
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ого, реально 73% а не 99% как я думал.