View source for User talk:Skilgannon/KDTree
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Thread title | Replies | Last modified |
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Optimization found | 6 | 02:46, 31 July 2015 |
Weighted Tree | 6 | 03:45, 25 December 2013 |
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I found a optimization, You can use 65536 + 2*_dimensions instead of 512 * 1024 / 8 + 2*_dimensions.
Two things - actually, three:
- That code executes once, because it's in the constructor. Clarity >> saving one multiplication and one division calculation during initialization.
- The Java compiler should optimize this, making it irrelevant anyway - that is, the compiled .class file will be the exact same bytecode.
- Please spend more time writing bots and less time posting on the wiki. I'm sorry for being blunt. I've never been in this situation, but your posts are mostly inane, to the point that I sometimes wonder if you're the most successful troll I've ever encountered.
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Return to Thread:User talk:Skilgannon/KDTree/Optimization found/reply (5).
Thanks for adding a weighted tree, It makes me feel safer to know that my implementation does the correct thing. Where are you using it in Wintermute?
In Wintermute I have a single tree for bullet hits, but I have 3 different weighting schemes that concentrate on different types of enemies. Since they all use the same tree I just set the different weights before pulling the KNN. It could be done just as well (and probably a bit faster) by keeping different trees, but I wanted the possibility of adjusting the weights as the battle went on, even though I never ended up using it.
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