generated from rpuzonas/raylib-cpp-template
improve performance to support around 2.5k boids
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parent
ca52f12fda
commit
c6fb55cbe6
239
src/main.cpp
239
src/main.cpp
@ -11,6 +11,10 @@
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h"
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#define RPROF_IMPLEMENTATION
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// #define RPROF_ONLY_TOTAL_TIME
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#include "rprof.h"
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#include "boid-playground.hpp"
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#include "raycast.cpp"
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@ -194,18 +198,140 @@ static int get_boids_in_view_cone(Boid **boids_in_view, Boid *boid, float view_r
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}
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static void world_update(World *world, float dt) {
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for (int i = 0; i < world->boids.size(); i++) {
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Boid *boid = &world->boids[i];
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Vector2 acc = { 1, 0 };
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Boid *boids = world->boids.data();
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int boid_count = world->boids.size();
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Boid *local_boids[world->boids.size()];
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int local_boids_count = get_boids_in_view_cone(local_boids, boid, world->view_radius, world->view_angle, world->boids.data(), world->boids.size());
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RPROF_START("Create groups");
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Boid **all_local_boids[boid_count];
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int all_local_boid_counts[boid_count];
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for (int i = 0; i < boid_count; i++) {
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all_local_boids[i] = (Boid **)malloc(boid_count * sizeof(Boid*));
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all_local_boid_counts[i] = 0;
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}
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RPROF_STOP();
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// float chunk_size = world->size.x;
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float chunk_size = world->view_radius/2;
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int chunks_wide = std::ceil(world->size.x / chunk_size);
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int chunks_high = std::ceil(world->size.y / chunk_size);
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RPROF_START("Alloc chunks");
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int *chunks[chunks_high][chunks_wide];
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int chunk_boid_counts[chunks_high][chunks_wide];
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for (int y = 0; y < chunks_high; y++) {
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for (int x = 0; x < chunks_wide; x++) {
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chunks[y][x] = (int*)malloc(boid_count * sizeof(int));
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chunk_boid_counts[y][x] = 0;
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}
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}
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RPROF_STOP();
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RPROF_START("Creating chunks");
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for (int i = 0; i < boid_count; i++) {
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Boid *boid = &boids[i];
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int chunk_x = boid->pos.x / chunk_size;
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int chunk_y = boid->pos.y / chunk_size;
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int *boids_in_chunk = &chunk_boid_counts[chunk_y][chunk_x];
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chunks[chunk_y][chunk_x][*boids_in_chunk] = i;
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(*boids_in_chunk)++;
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}
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RPROF_STOP();
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// Simplified from: float dot_threshold = Vector2DotProduct(dir, Vector2Rotate(dir, world->view_angle/2));
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float dot_threshold = cosf(world->view_angle/2);
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RPROF_START("alloc checked_local_boids");
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bool *checked_local_boids[boid_count];
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for (int i = 0; i < boid_count; i++) {
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checked_local_boids[i] = (bool*)calloc(boid_count, sizeof(bool));
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}
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RPROF_STOP();
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RPROF_START("Calc dot products and ranges (chunked)");
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for (int i = 0; i < boid_count; i++) {
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Boid *boid = &boids[i];
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int boid_chunk_x = boid->pos.x / chunk_size;
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int boid_chunk_y = boid->pos.y / chunk_size;
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Vector2 chunk_offset[] = {
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{ -1, -1, }, { 0, -1, }, { 1, -1, },
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{ -1, 0, }, { 0, 0, }, { 1, 0, },
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{ -1, 1, }, { 0, 1, }, { 1, 1, },
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};
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for (int j = 0; j < 9; j++) {
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int chunk_x = boid_chunk_x + chunk_offset[j].x;
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int chunk_y = boid_chunk_y + chunk_offset[j].y;
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if (chunk_x < 0 || chunk_y < 0 || chunk_x >= chunks_wide || chunk_y >= chunks_high) continue;
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int *chunk = chunks[chunk_y][chunk_x];
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int boids_in_chunk = chunk_boid_counts[chunk_y][chunk_x];
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for (int k = 0; k < boids_in_chunk; k++) {
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int other_boid = chunk[k];
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if (i == other_boid) continue;
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if (checked_local_boids[i][other_boid]) continue;
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if (checked_local_boids[other_boid][other_boid]) continue;
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Vector2 offset = Vector2Subtract(boids[i].pos, boids[other_boid].pos);
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bool with_in_range = Vector2LengthSqr(offset) <= (world->view_radius * world->view_radius);
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if (with_in_range) {
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float dot = Vector2DotProduct(boids[i].dir, Vector2Normalize(offset));
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if (-dot >= dot_threshold) {
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int *count = &all_local_boid_counts[i];
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all_local_boids[i][*count] = &boids[other_boid];
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(*count)++;
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}
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if (dot >= dot_threshold) {
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int *count = &all_local_boid_counts[other_boid];
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all_local_boids[other_boid][*count] = &boids[i];
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(*count)++;
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}
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}
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checked_local_boids[i][other_boid] = true;
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checked_local_boids[other_boid][i] = true;
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}
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}
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}
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RPROF_STOP();
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RPROF_START("Free chunks");
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for (int y = 0; y < chunks_high; y++) {
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for (int x = 0; x < chunks_wide; x++) {
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free(chunks[y][x]);
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}
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}
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RPROF_STOP();
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RPROF_START("free checked_local_boids");
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for (int i = 0; i < boid_count; i++) {
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free(checked_local_boids[i]);
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}
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RPROF_STOP();
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RPROF_START("Apply forces");
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for (int i = 0; i < boid_count; i++) {
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Boid *boid = &world->boids[i];
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Vector2 acc = { 0, 0 };
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// Boid **local_boids = NULL;
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// int local_boids_count = 0;
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Boid **local_boids = all_local_boids[i];
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int local_boids_count = all_local_boid_counts[i];
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// Boid *local_boids[world->boids.size()];
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// int local_boids_count = get_boids_in_view_cone(local_boids, boid, world->view_radius, world->view_angle, world->boids.data(), world->boids.size());
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if (local_boids_count > 0) {
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// LogTrace("i:%d", i);
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// LogTrace("%d", local_boids_count);
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Vector2 separation_force = { 0, 0 };
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Vector2 flock_center = { 0, 0 };
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Vector2 flock_heading = { 0, 0 };
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for (int j = 0; j < local_boids_count; j++) {
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// LogTrace("%d", local_boids);
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flock_heading = Vector2Add(flock_heading, local_boids[j]->dir);
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flock_center = Vector2Add(flock_center , local_boids[j]->pos);
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@ -271,6 +397,13 @@ static void world_update(World *world, float dt) {
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}
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}
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}
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RPROF_STOP();
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RPROF_START("Free groups");
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for (int i = 0; i < boid_count; i++) {
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free(all_local_boids[i]);
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}
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RPROF_STOP();
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}
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static void world_draw(World *world, Visuals *visuals) {
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@ -398,6 +531,7 @@ static void ui_draw(World *world, Visuals *visuals, UI *ui) {
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{
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VerticalLayout layout = { .x = 230, .y = 65, .gap = 8 };
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GuiCheckBox(next_in_layout(&layout, 15, 15), "Looping walls", &world->looping_walls);
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GuiSlider(next_in_layout(&layout, 100, 15), NULL, "Separation radius", &world->separation_radius, 10, 200);
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GuiSlider(next_in_layout(&layout, 100, 15), NULL, "View radius", &world->view_radius, 10, 400);
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GuiSlider(next_in_layout(&layout, 100, 15), NULL, "View angle", &world->view_angle, 0, 2*PI);
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@ -419,11 +553,15 @@ static void ui_draw(World *world, Visuals *visuals, UI *ui) {
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gui_valuebox_float(next_in_layout(&layout, 50, 15), "Separation strength", &world->separation_strength, 0, 100, &ui->separation_strength_edit);
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gui_valuebox_float(next_in_layout(&layout, 50, 15), "Collision avoidance strength", &world->collision_avoidance_strength, 0, 100, &ui->collision_avoidance_strength_edit);
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}
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float window_width = GetScreenWidth();
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DrawFPS(window_width - 90, 10);
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}
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void UpdateDrawFrame() {
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float dt = GetFrameTime();
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RPROF_START("Update");
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#ifdef PLATFORM_WEB
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// If user goes to another tab and comes back, the time that the user was gone needs to be ignored.
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// So boids wouldn't tunnel through walls and do other shenanigans.
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@ -433,18 +571,96 @@ void UpdateDrawFrame() {
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#else
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world_update(&g_world, dt);
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#endif
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RPROF_STOP();
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// Draw
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BeginDrawing();
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RPROF_START("Draw");
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ClearBackground(g_visuals.bg_color);
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world_draw(&g_world, &g_visuals);
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ui_draw(&g_world, &g_visuals, &g_ui);
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RPROF_STOP();
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EndDrawing();
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}
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int estimate_maximum_boid_count(World *world) {
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int boid_count = 1000;
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int prev_boid_count = 0;
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uint64_t cpu_hz = rprof_get_cpu_timer_hz(100);
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do {
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world->boids.clear();
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for (int i = 0; i < boid_count; i++) {
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Boid boid;
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boid_rand_init(&g_world, &boid, 0);
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g_world.boids.push_back(boid);
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}
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uint64_t best_duration = UINT64_MAX;
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for (int i = 0; i < 10; i++) {
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uint64_t start = rprof_read_cpu_timer();
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world_update(&g_world, TIME_PER_FRAME);
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uint64_t end = rprof_read_cpu_timer();
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best_duration = std::min(best_duration, (end - start));
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}
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float duration_secs = (float)best_duration/cpu_hz;
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// printf("duration: %f, err:%f", duration_secs, TIME_PER_FRAME - duration_secs);
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int new_boid_count;
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float diff = TIME_PER_FRAME - duration_secs;
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if (diff < 0) {
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if (prev_boid_count < boid_count) {
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new_boid_count = (prev_boid_count + boid_count)/2;
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} else {
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new_boid_count = boid_count/2;
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}
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} else if (diff > 0) {
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if (prev_boid_count > boid_count) {
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new_boid_count = (prev_boid_count + boid_count)/2;
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} else {
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new_boid_count = boid_count*2;
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}
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}
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prev_boid_count = boid_count;
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boid_count = new_boid_count;
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} while (std::abs(boid_count - prev_boid_count) > 10);
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return boid_count;
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}
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int main() {
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// printf("%d\n", estimate_maximum_boid_count(&g_world));
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int screen_width = 1280;
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int screen_height = 720;
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g_world.size = { (float)screen_width, (float)screen_height };
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float border = g_visuals.boid_edge_size;
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for (int i = 0; i < 5000; i++) {
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Boid boid;
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boid_rand_init(&g_world, &boid, border);
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g_world.boids.push_back(boid);
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}
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rprof_init();
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for (int i = 0; i < 5; i++) {
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world_update(&g_world, TIME_PER_FRAME);
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}
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rprof_end();
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rprof_output(NULL);
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return 0;
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}
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int test_main() {
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SetTraceLogLevel(LOG_TRACE);
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int screen_width = 1280;
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@ -456,15 +672,20 @@ int main() {
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g_world.size = { (float)screen_width, (float)screen_height };
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float border = g_visuals.boid_edge_size;
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for (int i = 0; i < 50; i++) {
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float border = g_world.collision_avoidance_distance;
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for (int i = 0; i < 3000; i++) {
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Boid boid;
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boid_rand_init(&g_world, &boid, border);
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g_world.boids.push_back(boid);
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}
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// g_world.boids.push_back({ .pos = { 100, 100 }, .dir = { 1, 0 }, .speed = 10 });
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// g_world.boids.push_back({ .pos = { 100, 500 }, .dir = { 1, 0 }, .speed = 10 });
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GuiLoadStyleDefault();
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rprof_init();
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#ifdef PLATFORM_WEB
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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@ -476,5 +697,9 @@ int main() {
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window.Close();
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rprof_end();
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rprof_output(NULL);
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return 0;
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}
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