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Old 23 January 2019, 13:48   #26
Chrille
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Join Date: Sep 2018
Location: Germany
Posts: 35
@roondar:
okay, your example was quick and dirty But your example is more expressive than my writings

You can optimize a lot in your example:
If this is run in a loop, you can put all constants to free data registers and save 8 cycles.

Anoter approach is, you could avoid a lookup tables, if the collision map width is a power of 2, e.g. use a map-width of 64 instead of 40 or 32 instead of 20. And use instead a single shift instruction. Yes, this will also consume a lot of time.

We are going d'accord that for a single player object it is not beeing worth. On the other side you may have many bullets, that also need a collision detection with background and enemies. And depending on the design enemies could also interact with other objects or background. Then you have to do the calculation to a screen map anyways.
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