# Performance Optimization Recommendations ## Current Performance Analysis ### Memory Management - **Good**: Proper RAII patterns, smart pointers - **Improvement**: Object pooling for frequently created/destroyed objects ### Rendering Performance - **Current**: SDL3 with immediate mode rendering - **Optimization Opportunities**: Batch rendering, texture atlasing ### Game Logic Performance - **Current**: Simple collision detection, adequate for Tetris - **Good**: Efficient board representation using flat array ## Specific Optimizations ### 1. Object Pooling for Game Pieces ```cpp // src/gameplay/PiecePool.h class PiecePool { private: std::vector> available; std::vector> inUse; public: std::unique_ptr acquire(PieceType type); void release(std::unique_ptr piece); void preAllocate(size_t count); }; ``` ### 2. Texture Atlas for UI Elements ```cpp // src/graphics/TextureAtlas.h class TextureAtlas { private: SDL_Texture* atlasTexture; std::unordered_map regions; public: void loadAtlas(const std::string& atlasPath, const std::string& configPath); SDL_Rect getRegion(const std::string& name) const; SDL_Texture* getTexture() const { return atlasTexture; } }; ``` ### 3. Batch Rendering System ```cpp // src/graphics/BatchRenderer.h class BatchRenderer { private: struct RenderCommand { SDL_Texture* texture; SDL_Rect srcRect; SDL_Rect dstRect; }; std::vector commands; public: void addSprite(SDL_Texture* texture, const SDL_Rect& src, const SDL_Rect& dst); void flush(); void clear(); }; ``` ### 4. Memory-Efficient Board Representation ```cpp // Current: std::array board (40 integers = 160 bytes) // Optimized: Bitset representation for filled/empty + color array for occupied cells class OptimizedBoard { private: std::bitset occupied; // 25 bytes (200 bits) std::array colors; // 200 bytes, but only for occupied cells public: bool isOccupied(int x, int y) const; uint8_t getColor(int x, int y) const; void setCell(int x, int y, uint8_t color); void clearCell(int x, int y); }; ``` ### 5. Cache-Friendly Data Structures ```cpp // Group related data together for better cache locality struct GameState { // Hot data (frequently accessed) std::array board; Piece currentPiece; int score; int level; int lines; // Cold data (less frequently accessed) std::vector bag; Piece holdPiece; bool gameOver; bool paused; }; ``` ## Performance Measurement ### 1. Add Profiling Infrastructure ```cpp // src/core/Profiler.h class Profiler { private: std::unordered_map startTimes; std::unordered_map averageTimes; public: void beginTimer(const std::string& name); void endTimer(const std::string& name); void printStats(); }; // Usage: // profiler.beginTimer("GameLogic"); // game.update(deltaTime); // profiler.endTimer("GameLogic"); ``` ### 2. Frame Rate Optimization ```cpp // Target 60 FPS with consistent frame timing class FrameRateManager { private: std::chrono::high_resolution_clock::time_point lastFrame; double targetFrameTime = 1000.0 / 60.0; // 16.67ms public: void beginFrame(); void endFrame(); double getDeltaTime() const; bool shouldSkipFrame() const; }; ``` ## Expected Performance Gains 1. **Object Pooling**: 30-50% reduction in allocation overhead 2. **Texture Atlas**: 20-30% improvement in rendering performance 3. **Batch Rendering**: 40-60% reduction in draw calls 4. **Optimized Board**: 60% reduction in memory usage 5. **Cache Optimization**: 10-20% improvement in game logic performance ## Implementation Priority 1. **High Impact, Low Effort**: Profiling infrastructure, frame rate management 2. **Medium Impact, Medium Effort**: Object pooling, optimized board representation 3. **High Impact, High Effort**: Texture atlas, batch rendering system