- **Visual Effects**: Upgraded line clear particles to use the game's block texture instead of simple circles, matching the reference web game's aesthetic. - **Particle Physics**: Tuned particle velocity, gravity, and fade rates for a more dynamic explosion effect. - **Rendering Integration**: Updated [main.cpp](cci:7://file:///d:/Sites/Work/tetris/src/main.cpp:0:0-0:0) and `GameRenderer` to pass the block texture to the effect system and correctly trigger animations upon line completion. - **Menu UI**: Fixed [MenuState](cci:1://file:///d:/Sites/Work/tetris/src/states/MenuState.cpp:19:0-19:55) layout calculations to use fixed logical dimensions (1200x1000), ensuring consistent centering and alignment of the logo, buttons, and settings icon across different window sizes. - **Code Cleanup**: Refactored `PlayingState` to delegate effect triggering to the rendering layer where correct screen coordinates are available.
164 lines
4.1 KiB
Markdown
164 lines
4.1 KiB
Markdown
# Performance Optimization Recommendations
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## Current Performance Analysis
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### Memory Management
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- **Good**: Proper RAII patterns, smart pointers
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- **Improvement**: Object pooling for frequently created/destroyed objects
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### Rendering Performance
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- **Current**: SDL3 with immediate mode rendering
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- **Optimization Opportunities**: Batch rendering, texture atlasing
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### Game Logic Performance
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- **Current**: Simple collision detection, adequate for Tetris
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- **Good**: Efficient board representation using flat array
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## Specific Optimizations
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### 1. Object Pooling for Game Pieces
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```cpp
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// src/gameplay/PiecePool.h
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class PiecePool {
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private:
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std::vector<std::unique_ptr<Piece>> available;
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std::vector<std::unique_ptr<Piece>> inUse;
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public:
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std::unique_ptr<Piece> acquire(PieceType type);
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void release(std::unique_ptr<Piece> piece);
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void preAllocate(size_t count);
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};
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```
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### 2. Texture Atlas for UI Elements
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```cpp
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// src/graphics/TextureAtlas.h
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class TextureAtlas {
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private:
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SDL_Texture* atlasTexture;
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std::unordered_map<std::string, SDL_Rect> regions;
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public:
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void loadAtlas(const std::string& atlasPath, const std::string& configPath);
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SDL_Rect getRegion(const std::string& name) const;
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SDL_Texture* getTexture() const { return atlasTexture; }
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};
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```
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### 3. Batch Rendering System
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```cpp
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// src/graphics/BatchRenderer.h
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class BatchRenderer {
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private:
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struct RenderCommand {
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SDL_Texture* texture;
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SDL_Rect srcRect;
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SDL_Rect dstRect;
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};
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std::vector<RenderCommand> commands;
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public:
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void addSprite(SDL_Texture* texture, const SDL_Rect& src, const SDL_Rect& dst);
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void flush();
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void clear();
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};
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```
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### 4. Memory-Efficient Board Representation
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```cpp
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// Current: std::array<int, COLS*ROWS> board (40 integers = 160 bytes)
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// Optimized: Bitset representation for filled/empty + color array for occupied cells
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class OptimizedBoard {
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private:
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std::bitset<COLS * ROWS> occupied; // 25 bytes (200 bits)
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std::array<uint8_t, COLS * ROWS> colors; // 200 bytes, but only for occupied cells
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public:
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bool isOccupied(int x, int y) const;
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uint8_t getColor(int x, int y) const;
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void setCell(int x, int y, uint8_t color);
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void clearCell(int x, int y);
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};
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```
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### 5. Cache-Friendly Data Structures
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```cpp
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// Group related data together for better cache locality
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struct GameState {
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// Hot data (frequently accessed)
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std::array<uint8_t, COLS * ROWS> board;
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Piece currentPiece;
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int score;
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int level;
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int lines;
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// Cold data (less frequently accessed)
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std::vector<PieceType> bag;
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Piece holdPiece;
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bool gameOver;
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bool paused;
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};
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```
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## Performance Measurement
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### 1. Add Profiling Infrastructure
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```cpp
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// src/core/Profiler.h
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class Profiler {
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private:
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std::unordered_map<std::string, std::chrono::high_resolution_clock::time_point> startTimes;
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std::unordered_map<std::string, double> averageTimes;
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public:
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void beginTimer(const std::string& name);
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void endTimer(const std::string& name);
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void printStats();
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};
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// Usage:
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// profiler.beginTimer("GameLogic");
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// game.update(deltaTime);
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// profiler.endTimer("GameLogic");
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```
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### 2. Frame Rate Optimization
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```cpp
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// Target 60 FPS with consistent frame timing
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class FrameRateManager {
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private:
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std::chrono::high_resolution_clock::time_point lastFrame;
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double targetFrameTime = 1000.0 / 60.0; // 16.67ms
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public:
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void beginFrame();
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void endFrame();
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double getDeltaTime() const;
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bool shouldSkipFrame() const;
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};
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```
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## Expected Performance Gains
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1. **Object Pooling**: 30-50% reduction in allocation overhead
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2. **Texture Atlas**: 20-30% improvement in rendering performance
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3. **Batch Rendering**: 40-60% reduction in draw calls
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4. **Optimized Board**: 60% reduction in memory usage
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5. **Cache Optimization**: 10-20% improvement in game logic performance
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## Implementation Priority
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1. **High Impact, Low Effort**: Profiling infrastructure, frame rate management
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2. **Medium Impact, Medium Effort**: Object pooling, optimized board representation
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3. **High Impact, High Effort**: Texture atlas, batch rendering system
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