{"id":551,"date":"2021-02-01T10:37:00","date_gmt":"2021-02-01T10:37:00","guid":{"rendered":"http:\/\/www.goncalo.pt\/por\/?p=551"},"modified":"2023-11-05T23:15:42","modified_gmt":"2023-11-05T23:15:42","slug":"2021-02-01-optimizacao-de-codigo-apos-criar-as-ondas-realistas-no-meu-game-engine-em-c-c","status":"publish","type":"post","link":"https:\/\/www.goncalo.pt\/por\/2021\/02\/01\/2021-02-01-optimizacao-de-codigo-apos-criar-as-ondas-realistas-no-meu-game-engine-em-c-c\/","title":{"rendered":"2021-02-01 &#8211; Optimiza\u00e7\u00e3o de c\u00f3digo ap\u00f3s criar as ondas realistas no meu Game Engine em C\/C++&#8230;"},"content":{"rendered":"\n<p>Uma primeira experi\u00eancia de ter as ondas realistas e com as bolhas a n\u00e3o vir \u00e0 tona de \u00e1gua. Mais tarde fiz melhoramentos extra como optimiza\u00e7\u00e3o de c\u00f3digo, porque neste momento o peso era tanto que desceram os FPS de uns 175 para uns 40, mas mais tarde optimizei o c\u00f3digo e voltei a perto dos 200, porque inicialmente crio um rascunho e depois de funcionar optimizo, para evitar optimiza\u00e7\u00f5es prematuras.<br><br>Fiz um v\u00eddeo melhor at\u00e9 (GIF animado ali\u00e1s) mas partilho depois.<br><br>O pr\u00f3ximo passo \u00e9 fazer a optimiza\u00e7\u00e3o do corte das bolhas virem \u00e0 tona de \u00e1gua, e depois criar os splashes quando mergulho.<br><br>2021-02-01.<\/p>\n\n\n\n<p>Post relacionado no LinkedIn:<\/p>\n\n\n\n<p>Como podem ver as bolhas j\u00e1 n\u00e3o saem da \u00e1gua, isto \u00e9 calculado em tempo real e pesa muito no CPU se for mal feito, com este rascunho original, os FPS baixaram de 175 (com todas as 1001 coisas que o jogo j\u00e1 tem em cima) para 35 com isto, o 1\u00ba passo foi recuperar, j\u00e1 subi para as 100-120 de novo, e vou optimizar mais c\u00f3digo at\u00e9 ter isto perfeito, tirando o m\u00e1ximo proveito poss\u00edvel das caches dos cpus, placas gr\u00e1ficas, n\u00e3o esquecendo que certos computadores t\u00eam mem\u00f3rias lentas e que h\u00e1 certos truques que n\u00e3o funcionar\u00e3o, mas o game engine vai andando, isso \u00e9 que importa. E cada vez mais realista.<br><br>Pode parecer estranho porque perco tanto tempo com ondas, mas \u00e9 necesss\u00e1rio lembrar que isto ser\u00e1 o meu game engine, significa que sempre que eu quiser usar \u00e1gua num jogo, usarei estas classes\/fun\u00e7\u00f5es, e o trabalho j\u00e1 estar\u00e1 todo feito e n\u00e3o terei de o repetir. Assim, se levei um m\u00eas nas horas vagas a meter isto perfeito, por exemplo, se um dia criar 30 jogos, esse m\u00eas a dividir por 30, d\u00e1 um dia de desenvolvimento apenas, e poupo 30 meses. Quanto mais o usar mais compensar\u00e1.<br><br>Relembro que o programo propositadamente numa m\u00e1quina port\u00e1til super lenta com celeron 1600 sobrecarregado sem acelera\u00e7\u00e3o gr\u00e1fica e que me for\u00e7a a ter isto optimizado, e cada uma das milhares de bolhas que circulam no jogo (neste ecr\u00e3 umas 100-200), as centenas de inimigos e anima\u00e7\u00f5es, as layers de fundos em profundidade,as colis\u00f5es entre tudo, resolu\u00e7\u00e3o 640*480 com 16 milh\u00f5es de cores, c\u00e1lculo de enormes superf\u00edcies de \u00e1gua em tempo real, vai ficar na mesma com 200 FPS. E trabalhar numa m\u00e1quina antiga faz-me n\u00e3o esquecer da optimiza\u00e7\u00e3o o tempo todo, para que corra bem em m\u00e1quinas mais fracas. Claro que terei op\u00e7oes depois para reduzir a performance para m\u00e1quinas mais antigas, mas relembro que tem 4 vezes mais p\u00edxeis tamb\u00e9m que os jogos tradicionais. Mas pronto, o Game Engine, continua a evoluir.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.goncalo.pt\/por\/wp-content\/uploads\/2021\/02\/2021-02-01-Optimizing-code-after-adding-real-time-created-water-waves-to-my-C-Cpp-Game-Engine.gif\" alt=\"2021-02-01 - Optimiza\u00e7\u00e3o de c\u00f3digo ap\u00f3s criar as ondas realistas no meu Game Engine em C\/C++...\" class=\"wp-image-555\" width=\"1141\" height=\"713\"\/><figcaption>2021-02-01 &#8211; Optimiza\u00e7\u00e3o de c\u00f3digo ap\u00f3s criar as ondas realistas no meu Game Engine em C\/C++&#8230;<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Uma primeira experi\u00eancia de ter as ondas realistas e com as bolhas a n\u00e3o vir \u00e0 tona de \u00e1gua. Mais<\/p>\n","protected":false},"author":1,"featured_media":555,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,284,5,3,4,133],"tags":[150,7,118,207,24,23,117,27,281,120,26,25],"class_list":["post-551","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-platformers","category-programacao","category-projectos","category-softwares","category-video-jogos","tag-agua","tag-c","tag-desenvolvimento-de-jogos","tag-dev","tag-game-dev","tag-game-engine","tag-motor-de-jogos","tag-optimizacao","tag-platformer","tag-programacao","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>2021-02-01 - Optimiza\u00e7\u00e3o de c\u00f3digo ap\u00f3s criar as ondas realistas no meu Game Engine em C\/C++... - 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\/2021\/02\/01\/2021-02-01-optimizacao-de-codigo-apos-criar-as-ondas-realistas-no-meu-game-engine-em-c-c\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"2021-02-01 - Optimiza\u00e7\u00e3o de c\u00f3digo ap\u00f3s criar as ondas realistas no meu Game Engine em C\/C++... - Gon\u00e7alo Ferreira\" \/>\n<meta property=\"og:description\" content=\"Uma primeira experi\u00eancia de ter as ondas realistas e com as bolhas a n\u00e3o vir \u00e0 tona de \u00e1gua. Mais\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.goncalo.pt\/por\/2021\/02\/01\/2021-02-01-optimizacao-de-codigo-apos-criar-as-ondas-realistas-no-meu-game-engine-em-c-c\/\" \/>\n<meta property=\"og:site_name\" content=\"Gon\u00e7alo Ferreira\" \/>\n<meta property=\"article:published_time\" content=\"2021-02-01T10:37:00+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2023-11-05T23:15:42+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.goncalo.pt\/por\/wp-content\/uploads\/2021\/02\/2021-02-01-Optimizing-code-after-adding-real-time-created-water-waves-to-my-C-Cpp-Game-Engine.gif?v=1618130423\" \/>\n\t<meta property=\"og:image:width\" content=\"320\" \/>\n\t<meta property=\"og:image:height\" content=\"200\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/gif\" \/>\n<meta name=\"author\" content=\"gnmf\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"gnmf\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"3 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/www.goncalo.pt\/por\/2021\/02\/01\/2021-02-01-optimizacao-de-codigo-apos-criar-as-ondas-realistas-no-meu-game-engine-em-c-c\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/www.goncalo.pt\/por\/2021\/02\/01\/2021-02-01-optimizacao-de-codigo-apos-criar-as-ondas-realistas-no-meu-game-engine-em-c-c\/\"},\"author\":{\"name\":\"gnmf\",\"@id\":\"https:\/\/www.goncalo.pt\/por\/#\/schema\/person\/28a9f845c4de91a7c067707279b1d8dd\"},\"headline\":\"2021-02-01 &#8211; 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