| Commit | Date | |
|---|---|---|
|
[r13605]
by
cellsafemode
only include ftree parallel loops option if we want > 1 ... not sure if gcc checks for 1 to not include unecessary gomp in such a situation, so include it conditionally. Makes sense |
2013-03-29 02:24:21 | Tree |
| 2013-03-29 01:59:21 | Tree | |
| 2013-03-28 22:35:53 | Tree | |
|
[r13601]
by
klaussfreire
Significant GameUnit::Draw optimizations: |
2013-03-26 05:41:41 | Tree |
|
[r13600]
by
klaussfreire
Merge previous particle improvements from trunk of which the last commit was dependant on |
2013-03-25 05:40:23 | Tree |
|
[r13599]
by
cellsafemode
nevermind about isSun, but getRadius is still good to have since before only Unit could access Planet radius |
2013-03-25 04:18:02 | Tree |
|
[r13598]
by
klaussfreire
Minor fixes to particle (reduce logging verbosity, fix out-of-sync comment) |
2013-03-25 03:53:38 | Tree |
| 2013-03-25 03:52:33 | Tree | |
| 2013-03-25 03:48:31 | Tree | |
|
[r13593]
by
cellsafemode
This is an attempt to reset fairness in scheduling in the game. Basically, since we're not threaded we have to decide how many physics updates we want to run per draw and this more closely tunes things to the settings the player makes with Computer (simulation_atom size). It's important when testing this commit to see if it should be reverted to make sure your settings are matched to your computer. Slow framerate will == jerkier behavior, but game speed should remain divorced from framerate for the most part |
2013-03-24 21:32:14 | Tree |