I'll talk about a lot of tricks...
But we're looking for the One Weird Trick to rule them all
var x = 314;
var y = 8;
var prevy= 1;
var prevx= 1;
var prevsw= 0;
var row= 304;
var endrow= 142;
var sword= 296;
var yrow = 0;
var yendrow = 186;
var I = 0;
var e = 0;
var counter = 0;
var found = 0;
var esword = 26;
var eprevsw = 8;
var bluehealth = 40;
var redhealth = 40;
var n = 0;
var you = 'ninja';
var bullet = 'sword';
var enemy = 'enemy';
var ebullet = 'enemysword';
var besieged = 0;
var siegecount = 0;
var esiegecount = 0;
var ebesieged = 0;
var healthcount = 0;
var player = 0;
var starcount = 0;
var infortress = false;
var prevyou = you;
var einfortress = false;
var prevenemy = enemy;
var previmg = "";
var prevbullet= "";
var eprevbullet= "";
var randnum = 0;
var randnum2 = 0;
var randnum3 = 0;
var randnum4 = 0;
var buildcount = 0;
var characters = new Array(4);
characters = ['ninja','tank','heli','builder'];
var bullets = new Array(3);
bullets = ['sword','bullet','5cal','sword'];
var echaracters = new Array(3);
echaracters = ['enemy','tank2','eheli','ebuilder'];
var ebullets = new Array(3);
ebullets = ['enemysword','bullet2','e5cal','enemysword'];
var health = new Array(4);
health = [40,30,20,10];
var prevorb = 0;
var prevnum = 0;
Don't use globals
class Ninja
{
int x, y;
int previousX, previousY;
int health = 100;
}
class Sword
{
int x, y;
int previousX, previousY;
int sharpness = 9000;
}
class Movable
{
int x, y;
int previousX, previousY;
}
class Ninja : public Movable
{
int health = 100;
}
class Sword : public Movable
{
int sharpness = 9000;
}
Doom 3 source - github.com/id-Software/DOOM-3-BFG
"The player is now a car"
"Some code needs to go in both VehicleFourWheels and idPlayer"
class idEntity : public idClass {
public:
static const int MAX_PVS_AREAS = 4;
static const uint32 INVALID_PREDICTION_KEY = 0xFFFFFFFF;
int entityNumber; // index into the entity list
int entityDefNumber; // index into the entity def list
idLinkList<idEntity> spawnNode; // for being linked into spawnedEntities list
idLinkList<idEntity> activeNode; // for being linked into activeEntities list
idLinkList<idEntity> aimAssistNode; // linked into gameLocal.aimAssistEntities
idLinkList<idEntity> snapshotNode; // for being linked into snapshotEntities list
int snapshotChanged; // used to detect snapshot state changes
int snapshotBits; // number of bits this entity occupied in the last snapshot
bool snapshotStale; // Set to true if this entity is considered stale in the snapshot
idStr name; // name of entity
idDict spawnArgs; // key/value pairs used to spawn and initialize entity
idScriptObject scriptObject; // contains all script defined data for this entity
int thinkFlags; // TH_? flags
int dormantStart; // time that the entity was first closed off from player
bool cinematic; // during cinematics, entity will only think if cinematic is set
renderView_t * renderView; // for camera views from this entity
idEntity * cameraTarget; // any remoteRenderMap shaders will use this
idList< idEntityPtr<idEntity>, TAG_ENTITY > targets; // when this entity is activated these entities entity are activated
int health; // FIXME: do all objects really need health?
struct entityFlags_s {
bool notarget :1; // if true never attack or target this entity
bool noknockback :1; // if true no knockback from hits
bool takedamage :1; // if true this entity can be damaged
bool hidden :1; // if true this entity is not visible
bool bindOrientated :1; // if true both the master orientation is used for binding
bool solidForTeam :1; // if true this entity is considered solid when a physics team mate pushes entities
bool forcePhysicsUpdate :1; // if true always update from the physics whether the object moved or not
bool selected :1; // if true the entity is selected for editing
bool neverDormant :1; // if true the entity never goes dormant
bool isDormant :1; // if true the entity is dormant
bool hasAwakened :1; // before a monster has been awakened the first time, use full PVS for dormant instead of area-connected
bool networkSync :1; // if true the entity is synchronized over the network
bool grabbed :1; // if true object is currently being grabbed
bool skipReplication :1; // don't replicate this entity over the network.
} fl;
int timeGroup;
bool noGrab;
renderEntity_t xrayEntity;
qhandle_t xrayEntityHandle;
const idDeclSkin * xraySkin;
void DetermineTimeGroup( bool slowmo );
void SetGrabbedState( bool grabbed );
bool IsGrabbed();
public:
ABSTRACT_PROTOTYPE( idEntity );
idEntity();
~idEntity();
void Spawn();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
const char * GetEntityDefName() const;
void SetName( const char *name );
const char * GetName() const;
virtual void UpdateChangeableSpawnArgs( const idDict *source );
int GetEntityNumber() const { return entityNumber; }
// clients generate views based on all the player specific options,
// cameras have custom code, and everything else just uses the axis orientation
virtual renderView_t * GetRenderView();
// thinking
virtual void Think();
bool CheckDormant(); // dormant == on the active list, but out of PVS
virtual void DormantBegin(); // called when entity becomes dormant
virtual void DormantEnd(); // called when entity wakes from being dormant
bool IsActive() const;
void BecomeActive( int flags );
void BecomeInactive( int flags );
void UpdatePVSAreas( const idVec3 &pos );
void BecomeReplicated();
// visuals
virtual void Present();
virtual renderEntity_t *GetRenderEntity();
virtual int GetModelDefHandle();
virtual void SetModel( const char *modelname );
void SetSkin( const idDeclSkin *skin );
const idDeclSkin * GetSkin() const;
void SetShaderParm( int parmnum, float value );
virtual void SetColor( float red, float green, float blue );
virtual void SetColor( const idVec3 &color );
virtual void GetColor( idVec3 &out ) const;
virtual void SetColor( const idVec4 &color );
virtual void GetColor( idVec4 &out ) const;
virtual void FreeModelDef();
virtual void FreeLightDef();
virtual void Hide();
virtual void Show();
bool IsHidden() const;
void UpdateVisuals();
void UpdateModel();
void UpdateModelTransform();
virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
int GetNumPVSAreas();
const int * GetPVSAreas();
void ClearPVSAreas();
bool PhysicsTeamInPVS( pvsHandle_t pvsHandle );
// animation
virtual bool UpdateAnimationControllers();
bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView );
static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
virtual idAnimator * GetAnimator(); // returns animator object used by this entity
// sound
virtual bool CanPlayChatterSounds() const;
bool StartSound( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
void SetSoundVolume( float volume );
void UpdateSound();
int GetListenerId() const;
idSoundEmitter * GetSoundEmitter() const;
void FreeSoundEmitter( bool immediate );
// entity binding
virtual void PreBind();
virtual void PostBind();
virtual void PreUnbind();
virtual void PostUnbind();
void JoinTeam( idEntity *teammember );
void Bind( idEntity *master, bool orientated );
void BindToJoint( idEntity *master, const char *jointname, bool orientated );
void BindToJoint( idEntity *master, jointHandle_t jointnum, bool orientated );
void BindToBody( idEntity *master, int bodyId, bool orientated );
void Unbind();
bool IsBound() const;
bool IsBoundTo( idEntity *master ) const;
idEntity * GetBindMaster() const;
jointHandle_t GetBindJoint() const;
int GetBindBody() const;
idEntity * GetTeamMaster() const;
idEntity * GetNextTeamEntity() const;
void ConvertLocalToWorldTransform( idVec3 &offset, idMat3 &axis );
idVec3 GetLocalVector( const idVec3 &vec ) const;
idVec3 GetLocalCoordinates( const idVec3 &vec ) const;
idVec3 GetWorldVector( const idVec3 &vec ) const;
idVec3 GetWorldCoordinates( const idVec3 &vec ) const;
bool GetMasterPosition( idVec3 &masterOrigin, idMat3 &masterAxis ) const;
void GetWorldVelocities( idVec3 &linearVelocity, idVec3 &angularVelocity ) const;
// physics
// set a new physics object to be used by this entity
void SetPhysics( idPhysics *phys );
// get the physics object used by this entity
idPhysics * GetPhysics() const;
// restore physics pointer for save games
void RestorePhysics( idPhysics *phys );
// run the physics for this entity
bool RunPhysics();
// Interpolates the physics, used on MP clients.
void InterpolatePhysics( const float fraction );
// InterpolatePhysics actually calls evaluate, this version doesn't.
void InterpolatePhysicsOnly( const float fraction, bool updateTeam = false );
// set the origin of the physics object (relative to bindMaster if not NULL)
void SetOrigin( const idVec3 &org );
// set the axis of the physics object (relative to bindMaster if not NULL)
void SetAxis( const idMat3 &axis );
// use angles to set the axis of the physics object (relative to bindMaster if not NULL)
void SetAngles( const idAngles &ang );
// get the floor position underneath the physics object
bool GetFloorPos( float max_dist, idVec3 &floorpos ) const;
// retrieves the transformation going from the physics origin/axis to the visual origin/axis
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
// retrieves the transformation going from the physics origin/axis to the sound origin/axis
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
// called from the physics object when colliding, should return true if the physics simulation should stop
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
// retrieves impact information, 'ent' is the entity retrieving the info
virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
// apply an impulse to the physics object, 'ent' is the entity applying the impulse
virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
// add a force to the physics object, 'ent' is the entity adding the force
virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
// activate the physics object, 'ent' is the entity activating this entity
virtual void ActivatePhysics( idEntity *ent );
// returns true if the physics object is at rest
virtual bool IsAtRest() const;
// returns the time the physics object came to rest
virtual int GetRestStartTime() const;
// add a contact entity
virtual void AddContactEntity( idEntity *ent );
// remove a touching entity
virtual void RemoveContactEntity( idEntity *ent );
// damage
// returns true if this entity can be damaged from the given origin
virtual bool CanDamage( const idVec3 &origin, idVec3 &damagePoint ) const;
// applies damage to this entity
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
// adds a damage effect like overlays, blood, sparks, debris etc.
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
// callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
// notifies this entity that it is in pain
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
// notifies this entity that is has been killed
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
// scripting
virtual bool ShouldConstructScriptObjectAtSpawn() const;
virtual idThread * ConstructScriptObject();
virtual void DeconstructScriptObject();
void SetSignal( signalNum_t signalnum, idThread *thread, const function_t *function );
void ClearSignal( idThread *thread, signalNum_t signalnum );
void ClearSignalThread( signalNum_t signalnum, idThread *thread );
bool HasSignal( signalNum_t signalnum ) const;
void Signal( signalNum_t signalnum );
void SignalEvent( idThread *thread, signalNum_t signalnum );
// gui
void TriggerGuis();
bool HandleGuiCommands( idEntity *entityGui, const char *cmds );
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
// targets
void FindTargets();
void RemoveNullTargets();
void ActivateTargets( idEntity *activator ) const;
// misc
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
bool TouchTriggers() const;
idCurve_Spline<idVec3> *GetSpline() const;
virtual void ShowEditingDialog();
enum {
EVENT_STARTSOUNDSHADER,
EVENT_STOPSOUNDSHADER,
EVENT_MAXEVENTS
};
// Called on clients in an MP game, does the actual interpolation for the entity.
// This function will eventually replace ClientPredictionThink completely.
virtual void ClientThink( const int curTime, const float fraction, const bool predict );
virtual void ClientPredictionThink();
virtual void WriteToSnapshot( idBitMsg &msg ) const;
void ReadFromSnapshot_Ex( const idBitMsg &msg );
virtual void ReadFromSnapshot( const idBitMsg &msg );
virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
void WriteBindToSnapshot( idBitMsg &msg ) const;
void ReadBindFromSnapshot( const idBitMsg &msg );
void WriteColorToSnapshot( idBitMsg &msg ) const;
void ReadColorFromSnapshot( const idBitMsg &msg );
void WriteGUIToSnapshot( idBitMsg &msg ) const;
void ReadGUIFromSnapshot( const idBitMsg &msg );
void ServerSendEvent( int eventId, const idBitMsg *msg, bool saveEvent, lobbyUserID_t excluding = lobbyUserID_t() ) const;
void ClientSendEvent( int eventId, const idBitMsg *msg ) const;
void SetUseClientInterpolation( bool use ) { useClientInterpolation = use; }
void SetSkipReplication( const bool skip ) { fl.skipReplication = skip; }
bool GetSkipReplication() const { return fl.skipReplication; }
bool IsReplicated() const { return GetEntityNumber() < ENTITYNUM_FIRST_NON_REPLICATED; }
void CreateDeltasFromOldOriginAndAxis( const idVec3 & oldOrigin, const idMat3 & oldAxis );
void DecayOriginAndAxisDelta();
uint32 GetPredictedKey() { return predictionKey; }
void SetPredictedKey( uint32 key_ ) { predictionKey = key_; }
void FlagNewSnapshot();
idEntity* GetTeamChain() { return teamChain; }
// It is only safe to interpolate if this entity has received two snapshots.
enum interpolationBehavior_t {
USE_NO_INTERPOLATION,
USE_LATEST_SNAP_ONLY,
USE_INTERPOLATION
};
interpolationBehavior_t GetInterpolationBehavior() const { return interpolationBehavior; }
unsigned int GetNumSnapshotsReceived() const { return snapshotsReceived; }
protected:
renderEntity_t renderEntity; // used to present a model to the renderer
int modelDefHandle; // handle to static renderer model
refSound_t refSound; // used to present sound to the audio engine
idVec3 GetOriginDelta() const { return originDelta; }
idMat3 GetAxisDelta() const { return axisDelta; }
private:
idPhysics_Static defaultPhysicsObj; // default physics object
idPhysics * physics; // physics used for this entity
idEntity * bindMaster; // entity bound to if unequal NULL
jointHandle_t bindJoint; // joint bound to if unequal INVALID_JOINT
int bindBody; // body bound to if unequal -1
idEntity * teamMaster; // master of the physics team
idEntity * teamChain; // next entity in physics team
bool useClientInterpolation; // disables interpolation for some objects (handy for weapon world models)
int numPVSAreas; // number of renderer areas the entity covers
int PVSAreas[MAX_PVS_AREAS]; // numbers of the renderer areas the entity covers
signalList_t * signals;
int mpGUIState; // local cache to avoid systematic SetStateInt
uint32 predictionKey; // Unique key used to sync predicted ents (projectiles) in MP.
// Delta values that are set when the server or client disagree on where the render model should be. If this happens,
// they resolve it through DecayOriginAndAxisDelta()
idVec3 originDelta;
idMat3 axisDelta;
interpolationBehavior_t interpolationBehavior;
unsigned int snapshotsReceived;
private:
void FixupLocalizedStrings();
bool DoDormantTests(); // dormant == on the active list, but out of PVS
// physics
// initialize the default physics
void InitDefaultPhysics( const idVec3 &origin, const idMat3 &axis );
// update visual position from the physics
void UpdateFromPhysics( bool moveBack );
// get physics timestep
virtual int GetPhysicsTimeStep() const;
// entity binding
bool InitBind( idEntity *master ); // initialize an entity binding
void FinishBind(); // finish an entity binding
void RemoveBinds(); // deletes any entities bound to this object
void QuitTeam(); // leave the current team
void UpdatePVSAreas();
// events
void Event_GetName();
void Event_SetName( const char *name );
void Event_FindTargets();
void Event_ActivateTargets( idEntity *activator );
void Event_NumTargets();
void Event_GetTarget( float index );
void Event_RandomTarget( const char *ignore );
void Event_Bind( idEntity *master );
void Event_BindPosition( idEntity *master );
void Event_BindToJoint( idEntity *master, const char *jointname, float orientated );
void Event_Unbind();
void Event_RemoveBinds();
void Event_SpawnBind();
void Event_SetOwner( idEntity *owner );
void Event_SetModel( const char *modelname );
void Event_SetSkin( const char *skinname );
void Event_GetShaderParm( int parmnum );
void Event_SetShaderParm( int parmnum, float value );
void Event_SetShaderParms( float parm0, float parm1, float parm2, float parm3 );
void Event_SetColor( float red, float green, float blue );
void Event_GetColor();
void Event_IsHidden();
void Event_Hide();
void Event_Show();
void Event_CacheSoundShader( const char *soundName );
void Event_StartSoundShader( const char *soundName, int channel );
void Event_StopSound( int channel, int netSync );
void Event_StartSound( const char *soundName, int channel, int netSync );
void Event_FadeSound( int channel, float to, float over );
void Event_GetWorldOrigin();
void Event_SetWorldOrigin( idVec3 const &org );
void Event_GetOrigin();
void Event_SetOrigin( const idVec3 &org );
void Event_GetAngles();
void Event_SetAngles( const idAngles &ang );
void Event_SetLinearVelocity( const idVec3 &velocity );
void Event_GetLinearVelocity();
void Event_SetAngularVelocity( const idVec3 &velocity );
void Event_GetAngularVelocity();
void Event_SetSize( const idVec3 &mins, const idVec3 &maxs );
void Event_GetSize();
void Event_GetMins();
void Event_GetMaxs();
void Event_Touches( idEntity *ent );
void Event_SetGuiParm( const char *key, const char *val );
void Event_SetGuiFloat( const char *key, float f );
void Event_GetNextKey( const char *prefix, const char *lastMatch );
void Event_SetKey( const char *key, const char *value );
void Event_GetKey( const char *key );
void Event_GetIntKey( const char *key );
void Event_GetFloatKey( const char *key );
void Event_GetVectorKey( const char *key );
void Event_GetEntityKey( const char *key );
void Event_RestorePosition();
void Event_UpdateCameraTarget();
void Event_DistanceTo( idEntity *ent );
void Event_DistanceToPoint( const idVec3 &point );
void Event_StartFx( const char *fx );
void Event_WaitFrame();
void Event_Wait( float time );
void Event_HasFunction( const char *name );
void Event_CallFunction( const char *name );
void Event_SetNeverDormant( int enable );
void Event_SetGui( int guiNum, const char *guiName);
void Event_PrecacheGui( const char *guiName );
void Event_GetGuiParm(int guiNum, const char *key);
void Event_GetGuiParmFloat(int guiNum, const char *key);
void Event_GuiNamedEvent(int guiNum, const char *event);
};
In general, favor composition over inheritance
double a(double x)
{
return Math.sqrt(x);
}
static double[] data;
double b(int x)
{
return data[x];
}
Hopefully both get compiled into roughly one instruction each
a = some sort of sqrt instruction
b = some sort of load instruction
sqrtps | 14 cycles |
movq | ? |
Registers | ~40 per core, sort of | 0 cycles | |
L1 | 32KB per core | 64B line | 4 cycles |
L2 | 256KB per core | 64B line | 11 cycles |
L3 | 6MB | 64B line | 40-75 cycles |
Main memory | 8GB | 4KB page | 100-300 cycles |
Think about cache for huge performance gains
Data first, not code first
Data-Oriented Design
(trick #1)
Data is not organized correctly
(trick #2)
It helps you organize your data
(trick #3)
It helps you organize even better!
(trick #4)
Even your CPU likes it when you organize your data better
They're all interconnected
Made-up problems
Let's look at Doom 3's update function
for ( idEntity* ent = activeEntities.Next();
ent != NULL;
ent = ent->activeNode.Next() )
{
if ( g_cinematic.GetBool() && inCinematic && !ent->cinematic )
{
ent->GetPhysics()->UpdateTime( time );
continue;
}
timer_singlethink.Clear();
timer_singlethink.Start();
RunEntityThink( *ent, cmdMgr );
timer_singlethink.Stop();
ms = timer_singlethink.Milliseconds();
if ( ms >= g_timeentities.GetFloat() )
Printf( "%d: entity '%s': %.1f ms\n", time, ent->name.c_str(), ms );
num++;
}
Looks pretty clean and generic
for (int i = 0; i < rigid_bodies.length; i++)
rigid_bodies[i].update();
for (int i = 0; i < ai_controllers.length; i++)
ai_controllers[i].update();
// etc...