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O(1) damage map #189
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When this is done, O(1) |
Note that this still has to do all of the actual output computation, and only saves work by eliding the output (mostly saving terminal emulator work). We still ought pursue a method allowing us to elide the former, likely in conjunction with this approach. |
got this working except for some misses on wide characters. should be done shortly. |
got it! |
20% reduction in emitted data, sweeeeeet |
* notcurses: set up lastframe #189 * render: o(1) take no prisoners damage detection * EAAAAAAAAAAGLES * slight background on intro * 0.9.2
Our per-line damage map is pretty decent. Not bad. We can do better, and at the same time implement
notcurses_at_yx()
(very useful for testing). Maintain a copy of the rendered scene ascell
s rather than amemstream
. This is described in the comments on #150 .With this, we get damage detection at the highest possible resolution, with no need for active engagement. Ought be a big win, certainly in terms of robustness/complexity.
I don't think we should release 1.0.0 without this.
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