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Author Topic: More optimized way to move?  (Read 1020 times)

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Ancell

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More optimized way to move?
« on: May 04, 2014, 11:10:13 pm »
Hello,

I was wondering if their is a more optimized way to do this?

I know about the playerSprite,move(position); function but it doesn't do what I want it to.

This code works just fine and the movement is smooth but just by looking at it calling the playerSprite.setPosition(); every update call doesn't seem very fast to me. IDK maybe that is the fastest way to do it.

void Player::update(float delta)
{
    if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
    {
        position.y -= Player::VELOCITY * delta;
    }
    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S) || sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
    {
        position.y += Player::VELOCITY * delta;
    }

    playerSprite.setPosition(position);
}
« Last Edit: May 04, 2014, 11:12:20 pm by Ancell »

zsbzsb

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Re: More optimized way to move?
« Reply #1 on: May 04, 2014, 11:24:21 pm »
So you think there is a more optimized way to change a float value?

Quote
doesn't seem very fast to me.

Why don't you run a profiler then and actually see how fast it it?
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Ancell

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Re: More optimized way to move?
« Reply #2 on: May 04, 2014, 11:27:42 pm »
From what I have learned previously while programming calling the playerSprite.setPosition(position); function every update doesn't seem very fast to me.

I will run a profiler and see if what kind if results I get.

Thanks for the help and advice.

Nexus

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Re: More optimized way to move?
« Reply #3 on: May 04, 2014, 11:28:28 pm »
This code works just fine and the movement is smooth but just by looking at it calling the playerSprite.setPosition(); every update call doesn't seem very fast to me.
Other games run a whole physics simulation in the same time, and you are worried about a single function call that might not even be one (inlining)? :o

Premature optimization is evil.

The actual problem with your code is that input handling is coupled with the player class. You should handle it externally, and set the player's velocity from outside. The update() method would then only apply the velocity.
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