{"id":4126,"date":"2025-02-27T22:02:43","date_gmt":"2025-02-27T22:02:43","guid":{"rendered":"https:\/\/www.goncalo.pt\/por\/?p=4126"},"modified":"2025-03-19T21:41:16","modified_gmt":"2025-03-19T21:41:16","slug":"2025-02-27-reducao-da-memoria-de-200-mb-para-61-mb-no-nivel-mais-pesado-de-testes-no-meu-game-engine-em-c","status":"publish","type":"post","link":"https:\/\/www.goncalo.pt\/por\/2025\/02\/27\/2025-02-27-reducao-da-memoria-de-200-mb-para-61-mb-no-nivel-mais-pesado-de-testes-no-meu-game-engine-em-c\/","title":{"rendered":"2025-02-27 &#8211; Redu\u00e7\u00e3o da mem\u00f3ria de 200 MB para 61 MB no n\u00edvel mais pesado de testes, no meu Game Engine em C++\u2026"},"content":{"rendered":"\n<p>Mais um marco na optimiza\u00e7\u00e3o do meu Game Engine.<\/p>\n\n\n\n<p>Reduzido o n\u00edvel mais pesado de 205 MB de mem\u00f3ria para 61 MB de mem\u00f3ria, e mantendo perto de 450 a 500 FPS, usando apenas metade de uma das minhas 8 threads, uns 3% a 6% de todo o potencial de CPU que tenho, num port\u00e1til j\u00e1 com 4 anos e na altura barato (600\u20ac) (na imagem tem menos FPS porque tem o OBS a gravar o v\u00eddeo e o CPU est\u00e1 sobreaquecido).<\/p>\n\n\n\n<p>Ou seja, atingiria se fosse usado totalmente o multi-threading uns at\u00e9 10.000 FPS nesta m\u00e1quina ou muito mais noutras mais modernas.<\/p>\n\n\n\n<p>E funcionaria em m\u00e1quinas com menos de 1 Mhz de velocidade, com estes FPS, e com menos de 100 Mb de mem\u00f3ria, m\u00e1quinas de h\u00e1 20 anos atr\u00e1s.<\/p>\n\n\n\n<p>Contrastem isto com motores como Unity ou Unreal em que se criam um bot\u00e3o apenas, s\u00e3o centenas de MB de mem\u00f3ria ocupados e bin\u00e1rios nessa ordem tamb\u00e9m:<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video controls src=\"https:\/\/www.goncalo.pt\/por\/wp-content\/uploads\/2025\/02\/2025-02-27-Memory-footprint-reduced-to-61-MB-on-my-Cpp-Game-Engine.mp4\"><\/video><figcaption class=\"wp-element-caption\">2025-02-27 &#8211; Redu\u00e7\u00e3o da mem\u00f3ria de 200 MB para 61 MB no n\u00edvel mais pesado de testes, no meu Game Engine em C++\u2026<\/figcaption><\/figure>\n\n\n\n<p>Claro que esses motores fazem muito mais coisas mas refiro isto para perceberem porque \u00e9 que desenvolvo o meu, feito do zero, ao meu gosto, com apenas o que preciso. \ud83d\ude42<\/p>\n\n\n\n<p>Isto com 200<em>95 tiles de 32<\/em>32 p\u00edxeis cada, num total de 19.456.000 de p\u00edxeis de n\u00edvel de jogo, com um total de 78 MB (RGBA 16 milh\u00f5es de cores), ecr\u00e3 de 1920&#215;960, com mais de 100 inimigos no ecr\u00e3, e dezenas de milhares de objectos a serem desenhados em tempo real, com gera\u00e7\u00e3o em tempo real de chuva e fogo e outros eventos (n\u00e3o s\u00e3o sprites), e com colis\u00e3o p\u00edxel a p\u00edxel em todo o mapa de jogo mesmo que n\u00e3o esteja vis\u00edvel.<\/p>\n\n\n\n<p>Tudo isto, com 3% a 6% do CPU de uma m\u00e1quina velha barata com 4 anos e cujo CPU j\u00e1 est\u00e1 a cortar FPS por ter sobreaquecimento.<\/p>\n\n\n\n<p>Claro que nunca tirarei 100% proveito de todas as threads, mas \u00e9 para terem ideia do qu\u00e3o pouco isto usa do CPU e da mem\u00f3ria (tipo 2,5% da mem\u00f3ria).<\/p>\n\n\n\n<p>Podem ver isto no topo, e lembrem-se que o top mostra 50% mas \u00e9 50% de uma das 8 threads, o que significa uns 6% na realidade.<\/p>\n\n\n\n<p>Isto significa tamb\u00e9m que um jogo feito com ele que mostre apenas um \u00fanico ecr\u00e3, ou tenha n\u00edveis mais pequenos, ocupar\u00e1 muito menos mem\u00f3ria e ser\u00e1 muito mais r\u00e1pido.<\/p>\n\n\n\n<p>E n\u00e3o preciso referir que posso meter isto a funcionar em m\u00e1quinas dos anos 90 facilmente se baixar a resolu\u00e7\u00e3o para 320&#215;200 com menos cores, e cortando certas coisas muito &#8220;pesadas&#8221; que uso por estarmos no s\u00e9culo 21. \ud83d\ude09<\/p>\n\n\n\n<p>Escusado ser\u00e1 dizer que ainda falta a 3\u00aa fase da optimiza\u00e7\u00e3o, a primeira foi reduzir de 2 GB para 200 MB, agora para 64 MB, e depois ser\u00e1 ainda mais dif\u00edcil mas vou tentar atingir os 40 MB, e s\u00f3 depois retomarei a parte criativa e deixarei a parte de engenharia\/arquitectura de lado.<\/p>\n\n\n\n<p>Mais not\u00edcias em breve!<\/p>\n\n\n\n<p>Hasta.<\/p>\n\n\n\n<p>2025-02-27.<\/p>\n\n\n\n<p>Publicado no mesmo dia no meu LinkedIn, em:<\/p>\n\n\n\n<p><a href=\"https:\/\/www.linkedin.com\/posts\/goncalopt_programming-cpp-gameengine-activity-7300999318709137408-6VUK?utm_source=share&amp;utm_medium=member_desktop&amp;rcm=ACoAABG7H2ABop3FluPLkJx4wf0Fa6gMHIcSrfI\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/www.linkedin.com\/posts\/goncalopt_programming-cpp-gameengine-activity-7300999318709137408-6VUK?utm_source=share&amp;utm_medium=member_desktop&amp;rcm=ACoAABG7H2ABop3FluPLkJx4wf0Fa6gMHIcSrfI<\/a><\/p>\n\n\n\n<p>Post seguinte associado ao meu Game Engine, tamb\u00e9m de optimiza\u00e7\u00f5es, mas neste caso de redu\u00e7\u00e3o de uso de mem\u00f3ria pelo Game Engine:<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-wp-embed is-provider-gon-alo-ferreira wp-block-embed-gon-alo-ferreira\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"wp-embedded-content\" data-secret=\"OBWwr4PR9j\"><a href=\"https:\/\/www.goncalo.pt\/por\/2025\/03\/19\/2023-03-19-novo-sistema-de-manipulacao-de-tilesets-para-o-meu-game-engine-em-cpp\/\">2023-03-19 &#8211; Novo Sistema de Manipula\u00e7\u00e3o de Tilesets para o meu Game Engine em C++\u2026<\/a><\/blockquote><iframe loading=\"lazy\" class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; visibility: hidden;\" title=\"&#8220;2023-03-19 &#8211; Novo Sistema de Manipula\u00e7\u00e3o de Tilesets para o meu Game Engine em C++\u2026&#8221; &#8212; Gon\u00e7alo Ferreira\" src=\"https:\/\/www.goncalo.pt\/por\/2025\/03\/19\/2023-03-19-novo-sistema-de-manipulacao-de-tilesets-para-o-meu-game-engine-em-cpp\/embed\/#?secret=DeAQ0KM777#?secret=OBWwr4PR9j\" data-secret=\"OBWwr4PR9j\" width=\"600\" height=\"338\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">2023-05-19 \u2013 Novo Sistema de Manipula\u00e7\u00e3o de Tilesets para o meu Game Engine em C++\u2026<\/figcaption><\/figure>\n\n\n\n<p>Post anterior associado ao meu Game Engine e tamb\u00e9m sobre optimiza\u00e7\u00f5es:<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-wp-embed is-provider-gon-alo-ferreira wp-block-embed-gon-alo-ferreira\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"wp-embedded-content\" data-secret=\"3hl4HW4BVJ\"><a href=\"https:\/\/www.goncalo.pt\/por\/2025\/02\/09\/2025-02-09-o-meu-game-engine-em-c-a-ocupar-apenas-27-mb-de-memoria-e-com-binarios-de-300k\/\">2025-02-09 &#8211; O meu Game Engine em C++ a ocupar apenas 27 MB de mem\u00f3ria e com bin\u00e1rios de 300K&#8230;<\/a><\/blockquote><iframe loading=\"lazy\" class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; visibility: hidden;\" title=\"&#8220;2025-02-09 &#8211; O meu Game Engine em C++ a ocupar apenas 27 MB de mem\u00f3ria e com bin\u00e1rios de 300K&#8230;&#8221; &#8212; Gon\u00e7alo Ferreira\" src=\"https:\/\/www.goncalo.pt\/por\/2025\/02\/09\/2025-02-09-o-meu-game-engine-em-c-a-ocupar-apenas-27-mb-de-memoria-e-com-binarios-de-300k\/embed\/#?secret=CMnvM4k9Kx#?secret=3hl4HW4BVJ\" data-secret=\"3hl4HW4BVJ\" width=\"600\" height=\"338\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">2025-02-09 \u2013 O meu Game Engine em C++ a ocupar apenas 27 MB de mem\u00f3ria e com bin\u00e1rios de 300K\u2026<\/figcaption><\/figure>\n\n\n\n<p>Post anterior associado ao meu Game Engine (sobre um curioso bug):<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-wp-embed is-provider-gon-alo-ferreira wp-block-embed-gon-alo-ferreira\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"wp-embedded-content\" data-secret=\"kuKrs2cbn2\"><a href=\"https:\/\/www.goncalo.pt\/por\/2025\/02\/13\/2025-02-13-exemplo-de-pequeno-bug-no-meu-game-engine-em-c-que-faria-inimigos-voar-com-as-armas-de-raios\/\">2025-02-13 &#8211; Exemplo de pequeno bug no meu Game-Engine em C++ que faria inimigos voar com as armas de raios\u2026<\/a><\/blockquote><iframe loading=\"lazy\" class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; visibility: hidden;\" title=\"&#8220;2025-02-13 &#8211; Exemplo de pequeno bug no meu Game-Engine em C++ que faria inimigos voar com as armas de raios\u2026&#8221; &#8212; Gon\u00e7alo Ferreira\" src=\"https:\/\/www.goncalo.pt\/por\/2025\/02\/13\/2025-02-13-exemplo-de-pequeno-bug-no-meu-game-engine-em-c-que-faria-inimigos-voar-com-as-armas-de-raios\/embed\/#?secret=i4v3MLi3dI#?secret=kuKrs2cbn2\" data-secret=\"kuKrs2cbn2\" width=\"600\" height=\"338\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">2025-02-13 \u2013 Exemplo de pequeno bug no meu Game-Engine em C++ que faria inimigos voar com as armas de raios\u2026<\/figcaption><\/figure>\n\n\n\n<p><\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"607\" height=\"341\" src=\"https:\/\/www.goncalo.pt\/por\/wp-content\/uploads\/2025\/02\/2025-02-27-Memory-footprint-reduced-to-61-MB-on-my-Cpp-Game-Engine.gif\" alt=\"2025-02-27 - Redu\u00e7\u00e3o da mem\u00f3ria de 200 MB para 61 MB no n\u00edvel mais pesado de testes, no meu Game Engine em C++\u2026\" class=\"wp-image-4127\" style=\"width:1137px;height:auto\"\/><figcaption class=\"wp-element-caption\">2025-02-27 &#8211; Redu\u00e7\u00e3o da mem\u00f3ria de 200 MB para 61 MB no n\u00edvel mais pesado de testes, no meu Game Engine em C++\u2026<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Mais um marco na optimiza\u00e7\u00e3o do meu Game Engine. Reduzido o n\u00edvel mais pesado de 205 MB de mem\u00f3ria para<\/p>\n","protected":false},"author":1,"featured_media":4127,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,350,286,284,134,346,162,133],"tags":[395,7,394,118,207,396,24,23,235,255,117,27,314,281,120,126,26,25],"class_list":["post-4126","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-design-6-game-engine","category-estrategia","category-platformers","category-retro-gaming","category-top-10-game-engine","category-top-game-engine","category-video-jogos","tag-binario","tag-c","tag-cpu","tag-desenvolvimento-de-jogos","tag-dev","tag-ficheiro-executavel","tag-game-dev","tag-game-engine","tag-low-level","tag-master-of-orion","tag-motor-de-jogos","tag-optimizacao","tag-performance","tag-platformer","tag-programacao","tag-shooter","tag-videogames","tag-videojogos"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>2025-02-27 - Redu\u00e7\u00e3o da mem\u00f3ria de 200 MB para 61 MB no n\u00edvel mais pesado de testes, no meu Game Engine em C++\u2026 - Gon\u00e7alo Ferreira<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.goncalo.pt\/por\/2025\/02\/27\/2025-02-27-reducao-da-memoria-de-200-mb-para-61-mb-no-nivel-mais-pesado-de-testes-no-meu-game-engine-em-c\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"2025-02-27 - Redu\u00e7\u00e3o da mem\u00f3ria de 200 MB para 61 MB no n\u00edvel mais pesado de testes, no meu Game Engine em C++\u2026 - Gon\u00e7alo Ferreira\" \/>\n<meta property=\"og:description\" content=\"Mais um marco na optimiza\u00e7\u00e3o do meu Game Engine. 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