God bless the Devs!

  • Catelite
    13th Aug 2011 Former Staff 0 Permalink
    I'm not even sure why the beta's faster. It might be a compiling thing, no idea. Or may have been code changes o.o
  • TheTempest
    13th Aug 2011 Member 0 Permalink
    Either way, it's literally at least 3x as fast as the current Official, so I'm definitely a fan of the changes. :)
  • limelier
    13th Aug 2011 Member 0 Permalink
    My god. This is AWESOME! I had about the same speed tempest had! This is SO awesome!
  • TheTempest
    13th Aug 2011 Member 0 Permalink
    @tudoreleuu I know :D
  • code1949
    13th Aug 2011 Member 0 Permalink
    Wow. A universal FPS.
  • cctvdude99
    13th Aug 2011 Member 0 Permalink
    @Catelite
    I think it's to do with the code and checking things in game.
    Not sure though.
  • vanquish349
    13th Aug 2011 Member 0 Permalink
    looking at the commits, it seems the jacksonmj made it that it only searchs for elements that are in use, so when there are no elements in use that means no elements it has to look for meaning, no lag
  • jacksonmj
    13th Aug 2011 Developer 0 Permalink
    TPT now skips unused particles at the end of the parts array. Previously, it went through all of it looking for active particles 3 times per frame.

    The biggest speed increase is for saves with not many particles in them. There's still lag, there's just less of it in most cases.
  • vanquish349
    13th Aug 2011 Member 0 Permalink
    @jacksonmj (View Post)
    so i was right?
  • jacksonmj
    13th Aug 2011 Developer 0 Permalink
    @vanquish349 (View Post)
    Nearly. Particles not elements.

    If you put tpt.setdebug(1) into the console in the latest beta, it will draw a transparent overlay showing which entries in the parts array are in use (one pixel=one particle, white=in use). There are 235008 entries in the parts array. Notice that in most saves, a lot of them are unused, so a lot of unnecessary work was being done by checking them.