From b3ffe675c33104936dc3914d482942d5685f645e Mon Sep 17 00:00:00 2001 From: Jens Rottmann <30634967+JRottm@users.noreply.github.com> Date: Sat, 5 Aug 2017 01:42:39 +0200 Subject: [PATCH] Add tiny Y offset in collisionMoveSimple() to tweak performance Another small general problem: the player is always standing exactly on the bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2. floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1), which means they behave differently depending on where you are: they round upwards above sea level and downwards when underground. This inconsistency comes from the way the coordinates are calculated, independent of the specific C++ code. The result is a tiny bit of lost performance when moving underground, because 1 node level more than necessary is checked for collisions. This can be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested. This is not an elegant solution, but still better than wasting CPU. --- src/collision.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/collision.cpp b/src/collision.cpp index c9a945916..4c3bd016d 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -261,7 +261,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, v3f newpos_f = *pos_f + *speed_f * dtime; v3f minpos_f( MYMIN(pos_f->X, newpos_f.X), - MYMIN(pos_f->Y, newpos_f.Y), + MYMIN(pos_f->Y, newpos_f.Y) + 0.01 * BS, // bias rounding, player often at +/-n.5 MYMIN(pos_f->Z, newpos_f.Z) ); v3f maxpos_f(