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@tnmurphy Thank you for the investigation. There are some attempts underway at hopefully improving pathfinding, but nothing ready just yet. Is this running the latest stable release (4.3.5), or a master branch build? (And if so, what commit?) |
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Hi,
I sometimes seem to get into games where everything gets extremely slow - basically unplayable. One of my CPU's is at 100% when this happens.
I tried recording what was going on with perf and then I produced a flamegraph. ( https://www.brendangregg.com/FlameGraphs/cpuflamegraphs.html#perf )
A lot of the time seems to get spent in path planning - and allocating nodes of some kind relating to path planning and pushing things on and off a heap. I'm too clueless to do much but there was one area where I tried a diff that seemed to help a little - the cost of calling empty() on a vector many times seems quite high so I tried to arrange for a simple boolean instead that gets updated only when the vector is changed. This is just a suggestion of course and it doesn't deal with the major issues but I thought I would offer it up anyhow.
I'm also attaching the flamegraph for you to take a look at. This is from a skirmish game against a Cobra in the SK-Basingstoke map where there is possibly an especially challenging path. I've had the same thing on the Little Egyptian map (unsure of the name).
Best regards,
Tim
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