nand Posted July 13, 2023 Share Posted July 13, 2023 (edited) When creating an asteroid field, approx 75% of the total time is spent on the following line: Sector():createEntity(desc) This always takes about 1.2 milliseconds (singleplayer) -- per every. single. asteroid. I don't know where the bottleneck inside that is, but Is there any scope to optimise this? Something like: Sector():createEntities(unpack(multiple_descs)) If so, this could reduce loading times massively! On a typical asteroid field sector, on my PC, Avorion spends 5 seconds calling that line over and over, so the potential savings are huge! Edited July 14, 2023 by nand Link to comment Share on other sites More sharing options...
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nand
When creating an asteroid field, approx 75% of the total time is spent on the following line:
Sector():createEntity(desc)
This always takes about 1.2 milliseconds (singleplayer) -- per every. single. asteroid.
I don't know where the bottleneck inside that is, but Is there any scope to optimise this?
Something like:
Sector():createEntities(unpack(multiple_descs))
If so, this could reduce loading times massively!
On a typical asteroid field sector, on my PC, Avorion spends 5 seconds calling that line over and over, so the potential savings are huge!
Edited by nandLink to comment
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