feat(xanthous): Memoize characterVisiblePositions
Memoize the return value of characterVisiblePositions to a new, semi-abstracted "memo" field on the GameState, recalcuclated if the character position ever changes. I'm 90% sure that the perf issues we were encountering were actually caused by characterVisiblePositions getting called once for *every tile* on draw, but this slightly larger change also makes the game perform relatively-usably again. Since this is only recalculated if the character position changes, if we ever get non-transparent entities moving around without the characters influence (maybe something building or knocking down walls?) we'll have an issue there where the vision won't be updated as a result of those changes if they happen while the character is taking a non-moving action - but we can cross that bridge when we come to it. Change-Id: I3fc745ddf0014d6f164f735ad7e5080da779b92a Reviewed-on: https://cl.tvl.fyi/c/depot/+/3185 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
This commit is contained in:
parent
80d501d553
commit
c19e3dae5f
14 changed files with 284 additions and 87 deletions
|
|
@ -16,5 +16,6 @@ in
|
|||
hp2pretty
|
||||
hlint
|
||||
haskell-language-server
|
||||
cabal2nix
|
||||
];
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue