Optimize hot paths: distance calculations, collision detection, rendering#1
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Optimize hot paths: distance calculations, collision detection, rendering#1
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- Avoid sqrt in minDistanceToCreature by comparing squared distances - Cache grid lookups in collision.resolveMove to avoid redundant worldToGrid calls - Hoist constant calculations out of render loops - Inline frequently-called functions (worldPos, cellTopY, worldToGrid) - Optimize main loop to avoid redundant clamping when no movement - Simplify conditional logic in game state Co-authored-by: kxzk <25046261+kxzk@users.noreply.github.com>
- Inline decoHeight function used in collision detection - Inline noise helper functions (fade, lerp, grad) used in world generation - Extract cell_top_y calculation in collectCreatureBatch for clarity Co-authored-by: kxzk <25046261+kxzk@users.noreply.github.com>
Co-authored-by: kxzk <25046261+kxzk@users.noreply.github.com>
Refactor resolveMove to reduce duplication while maintaining performance: - Keep cached grid lookup optimization - Consolidate floor calculation logic - Add clearer comments explaining the two cases Co-authored-by: kxzk <25046261+kxzk@users.noreply.github.com>
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[WIP] Improve performance of the application
Optimize hot paths: distance calculations, collision detection, rendering
Feb 1, 2026
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Targeted micro-optimizations in frame-critical paths to reduce CPU overhead.
Changes
Distance calculations (
game_state.zig)Collision detection (
collision.zig)resolveMoveRender batching (
terrain_renderer.zig)block_y_offset,grass_type_idFunction inlining
inline:worldPos,cellTopY,worldToGrid,decoHeight, noise utilitiesMain loop (
main.zig)Example
Before:
After:
Impact
Estimated 5-15% reduction in game logic CPU usage. Most gains in movement/collision paths and 60 FPS render loop.
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