userDaniel Pcancel
branchrust_reboot/main/tracespheres_optimcancel

17 Commits over 0 Days - ∞cph!

14 Days Ago
Bugfix: VerifyRays/Spheres - early out if passed empty command set Fixes exceptions when shooting Tests: shot ak on Craggy in editor
14 Days Ago
Merge: from main
15 Days Ago
Clean: remove hacky testing code Tests: none, trivial change
15 Days Ago
Merge: from main
15 Days Ago
Optim: GamePhysics.Trace - replace sort with a serial scan - added unit tests and perf tests In existing perf tests scene complexity is not enough, but expecting to be a minor improvement in real world. Tests: unit tests
16 Days Ago
Merge: from main
16 Days Ago
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
16 Days Ago
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
16 Days Ago
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
16 Days Ago
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
16 Days Ago
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
16 Days Ago
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
16 Days Ago
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
17 Days Ago
Merge: from main
17 Days Ago
Merge: from main
20 Days Ago
Clean: leave a note why we're not running water traces and raycs concurrently Tests: none, trivial change
20 Days Ago
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?) Tests: ran all GamePhysics.UnitTests - now they all green