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Looping
#4
Before I did some optimizations a month ago, over 50% of the gamemode's CPU time was spend in calling the IsPlayerConnected native. Yes -- changing the way some very hot loops work has had a very significant impact on the gamemode's performance. In order to fix this, I (a) changed iterators to iterate until the highest Id, and (b) replaced the IsPlayerConnected call with "Player(playerId)->isConnected()", which directly accesses memory in Pawn instead of calling out to native.
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Messages In This Thread
Looping - by Jay - 09-24-2012, 06:22 PM
Re: Looping - by Russell - 09-24-2012, 09:21 PM
Re: Looping - by Jay - 10-02-2012, 02:08 PM
Re: Looping - by Russell - 10-02-2012, 02:53 PM