Add "Performance-Optimization-Workflow"
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# Performance Optimization Workflow
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Systematic approach to identifying and resolving performance bottlenecks in McRogueFace.
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## Quick Reference
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**Related Systems:** [[Performance-and-Profiling]], [[Grid-System]]
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**Tools:**
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- F3 profiler overlay (in-game)
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- `src/Profiler.h` - ScopedTimer
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- `tests/benchmark_*.py` - Performance benchmarks
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## The Optimization Cycle
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```
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1. PROFILE → 2. IDENTIFY → 3. INSTRUMENT → 4. OPTIMIZE → 5. VERIFY
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↑ |
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└─────────────────────────────────────────────────────────┘
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```
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---
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## Step 1: Profile - Find the Bottleneck
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### Using F3 Overlay
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**Start the game and press F3:**
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Look for:
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- **Red frame times** (>33ms) - Unacceptable performance
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- **Yellow frame times** (16-33ms) - Marginal performance
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- **High subsystem times** - Which system is slow?
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- Grid rendering > 10ms? → Grid optimization needed
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- Entity rendering > 5ms? → Entity culling/SpatialHash needed
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- Python script time > 5ms? → Python callback optimization
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**Example profiler output:**
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```
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Frame: 45.2ms (RED)
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FPS: 22
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Grid Render: 32.1ms ← BOTTLENECK!
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Entity Render: 8.5ms
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Python Script: 2.1ms
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Animation: 1.2ms
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Cells Rendered: 10000
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Entities: 150 (visible: 50)
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```
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**Analysis:** Grid rendering is the bottleneck (32ms of 45ms total).
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### Running Benchmarks
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**Static Grid Benchmark:**
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```bash
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cd build
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./mcrogueface --headless --exec ../tests/benchmark_static_grid.py
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```
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**Moving Entities Benchmark:**
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```bash
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./mcrogueface --headless --exec ../tests/benchmark_moving_entities.py
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```
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**Output:** Baseline performance metrics to measure improvement against.
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---
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## Step 2: Identify - Understand the Problem
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### Common Performance Issues
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**Issue: High Grid Render Time on Static Screens**
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- **Symptom:** 20-40ms grid render, nothing changing
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- **Cause:** Redrawing unchanged cells every frame
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- **Solution:** Implement dirty flag system ([#116](../../issues/116))
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**Issue: High Entity Render Time with Many Entities**
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- **Symptom:** 10-20ms entity render with 500+ entities
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- **Cause:** O(n) iteration, no spatial indexing
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- **Solution:** Implement SpatialHash ([#115](../../issues/115))
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**Issue: Slow Bulk Grid Updates from Python**
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- **Symptom:** Frame drops when updating many cells
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- **Cause:** Python/C++ boundary crossings for each cell
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- **Solution:** Implement batch operations ([#113](../../issues/113))
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**Issue: High Python Script Time**
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- **Symptom:** 10-50ms in Python callbacks
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- **Cause:** Heavy computation in Python update loops
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- **Solution:** Move hot paths to C++ or optimize Python
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### Analyzing Call Stacks
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**When F3 overlay isn't enough:**
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```bash
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# Build with debug symbols
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make clean
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cmake .. -DCMAKE_BUILD_TYPE=Debug
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make
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# Profile with gdb
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gdb ./mcrogueface
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(gdb) run
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<trigger slow behavior>
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(gdb) info threads
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(gdb) bt # Backtrace
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```
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---
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## Step 3: Instrument - Measure Precisely
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### Adding ScopedTimer
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**Identify the slow function and wrap it:**
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```cpp
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#include "Profiler.h"
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void MySystem::slowFunction() {
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// Add timer
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ScopedTimer timer(Resources::game->metrics.mySystemTime);
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// Your slow code here
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for (auto& item : items) {
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item->process();
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}
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}
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```
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### Adding Custom Metrics
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**1. Add metric field to ProfilingMetrics:**
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`src/GameEngine.h`:
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```cpp
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struct ProfilingMetrics {
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// ... existing fields ...
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float mySystemTime = 0.0f; // Add this
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};
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```
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**2. Reset in resetPerFrame():**
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```cpp
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void ProfilingMetrics::resetPerFrame() {
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// ... existing resets ...
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mySystemTime = 0.0f; // Add this
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}
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```
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**3. Display in ProfilerOverlay:**
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`src/ProfilerOverlay.cpp`:
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```cpp
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void ProfilerOverlay::update(const ProfilingMetrics& metrics) {
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// ... existing formatting ...
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ss << "My System: " << formatFloat(metrics.mySystemTime) << "ms\n";
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}
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```
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**4. Rebuild and test:**
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```bash
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make
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cd build
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./mcrogueface
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# Press F3 - see your metric!
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```
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### Creating Benchmarks
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**Create `tests/benchmark_mysystem.py`:**
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```python
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import mcrfpy
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import sys
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import time
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def benchmark():
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# Setup
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mcrfpy.createScene("bench")
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# ... create test scenario ...
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frame_times = []
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def measure(runtime_ms):
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frame_times.append(runtime_ms)
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if len(frame_times) >= 300: # 5 seconds at 60fps
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# Report statistics
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avg = sum(frame_times) / len(frame_times)
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min_time = min(frame_times)
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max_time = max(frame_times)
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print(f"Average: {avg:.2f}ms")
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print(f"Min: {min_time:.2f}ms")
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print(f"Max: {max_time:.2f}ms")
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print(f"FPS: {1000/avg:.1f}")
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sys.exit(0)
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mcrfpy.setTimer("benchmark", measure, 16) # Every frame
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benchmark()
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```
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**Run:**
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```bash
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./mcrogueface --headless --exec ../tests/benchmark_mysystem.py
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```
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---
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## Step 4: Optimize - Make It Faster
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### Optimization Strategies
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#### Strategy 1: Reduce Work
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**Example: Grid Dirty Flags**
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**Before:** Redraw all cells every frame
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```cpp
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for (int x = 0; x < grid_x; x++) {
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for (int y = 0; y < grid_y; y++) {
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renderCell(x, y); // Always renders
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}
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}
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```
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**After:** Only redraw when changed
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```cpp
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if (grid_dirty) {
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for (int x = 0; x < grid_x; x++) {
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for (int y = 0; y < grid_y; y++) {
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renderCell(x, y);
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}
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}
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grid_dirty = false;
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}
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```
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**Expected:** 10-50x improvement for static scenes
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#### Strategy 2: Reduce Complexity
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**Example: SpatialHash for Entity Queries**
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**Before:** O(n) search through all entities
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```cpp
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for (auto& entity : entities) {
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if (distanceTo(entity, target) < radius) {
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nearby.push_back(entity);
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}
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}
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```
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**After:** O(1) hash lookup
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```cpp
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auto cell = spatialHash.getCell(target.x, target.y);
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for (auto& entity : cell.entities) {
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nearby.push_back(entity);
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}
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```
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**Expected:** 100x+ improvement for large entity counts
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#### Strategy 3: Batch Operations
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**Example: Grid Batch Updates**
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**Before:** Multiple Python/C++ crossings
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```python
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for x in range(100):
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for y in range(100):
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grid.at((x, y)).tilesprite = 42 # 10,000 calls!
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```
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**After:** Single batch operation
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```python
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grid.fill_rect(0, 0, 100, 100, 42) # 1 call!
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```
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**Expected:** 10-100x improvement for bulk updates
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#### Strategy 4: Cache Results
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**Example: Path Caching in Entities**
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**Before:** Recompute path every frame
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```cpp
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void Entity::update() {
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path = computePathTo(target); // Expensive!
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followPath(path);
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}
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```
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**After:** Cache and reuse
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```cpp
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void Entity::update() {
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if (!cachedPath || targetMoved) {
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cachedPath = computePathTo(target);
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}
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followPath(cachedPath);
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}
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```
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**Expected:** 10x+ improvement for pathfinding-heavy scenarios
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### Optimization Checklist
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Before optimizing:
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- [ ] Profiled and identified real bottleneck
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- [ ] Measured baseline performance
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- [ ] Understood root cause
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During optimization:
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- [ ] Changed only one thing at a time
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- [ ] Kept original code for comparison
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- [ ] Added comments explaining optimization
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After optimization:
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- [ ] Measured improvement
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- [ ] Verified correctness (no bugs introduced)
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- [ ] Updated tests if needed
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---
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## Step 5: Verify - Measure Improvement
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### Re-run Benchmarks
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**Before optimization:**
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```
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Average: 45.2ms
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Min: 38.1ms
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Max: 62.3ms
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FPS: 22.1
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```
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**After optimization:**
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```
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Average: 8.5ms ← 5.3x improvement!
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Min: 7.2ms
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Max: 12.1ms
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FPS: 117.6
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```
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### Check Correctness
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**Visual testing:**
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1. Run game normally (not headless)
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2. Verify visual output unchanged
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3. Test edge cases (empty grids, max entities, etc.)
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**Automated testing:**
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```bash
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# Run existing test suite
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./mcrogueface --headless --exec tests/test_grid_operations.py
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./mcrogueface --headless --exec tests/test_entity_movement.py
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```
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### Document Results
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**Create issue comment:**
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```markdown
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## Performance Optimization Results
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**Issue:** #116 (Dirty Flag System)
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**Baseline:**
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- Static grid (100x100): 32.1ms average
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- FPS: 22
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**After Optimization:**
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- Static grid (100x100): 0.8ms average
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- FPS: 118
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**Improvement:** 40x faster for static scenes
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**Test:** `tests/benchmark_static_grid.py`
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**Commit:** abc123def
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```
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---
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## Common Optimization Patterns
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### Pattern 1: Early Exit
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```cpp
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// Check cheap conditions first
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if (!visible) return;
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if (opacity <= 0.0f) return;
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if (!inViewport(bounds)) return;
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// Then do expensive work
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render();
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```
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### Pattern 2: Lazy Evaluation
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```cpp
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// Don't compute until needed
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mutable bool fovComputed = false;
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mutable std::vector<Point> visibleCells;
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std::vector<Point>& getVisibleCells() {
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if (!fovComputed) {
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visibleCells = computeFOV();
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fovComputed = true;
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}
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return visibleCells;
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}
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```
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### Pattern 3: Object Pooling
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```cpp
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// Reuse instead of allocate/deallocate
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class EntityPool {
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std::vector<Entity> pool;
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std::vector<bool> active;
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public:
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Entity* spawn() {
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for (size_t i = 0; i < pool.size(); i++) {
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if (!active[i]) {
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active[i] = true;
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return &pool[i];
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}
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}
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// Grow pool if needed
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pool.emplace_back();
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active.push_back(true);
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return &pool.back();
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}
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};
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```
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### Pattern 4: Space-Time Tradeoff
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```cpp
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// Cache expensive computation
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std::unordered_map<int, std::vector<Point>> pathCache;
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std::vector<Point> getPathTo(int targetId) {
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if (pathCache.contains(targetId)) {
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return pathCache[targetId]; // O(1) lookup
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}
|
||||||
|
|
||||||
|
auto path = computeExpensivePath(targetId);
|
||||||
|
pathCache[targetId] = path;
|
||||||
|
return path;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## When NOT to Optimize
|
||||||
|
|
||||||
|
**Don't optimize if:**
|
||||||
|
- Performance is already acceptable (< 16ms frame time)
|
||||||
|
- Optimization makes code significantly more complex
|
||||||
|
- You haven't profiled yet (no guessing!)
|
||||||
|
- The bottleneck is elsewhere (optimize hot paths first)
|
||||||
|
|
||||||
|
**Premature optimization is the root of all evil** - Donald Knuth
|
||||||
|
|
||||||
|
Focus on:
|
||||||
|
1. Correctness first
|
||||||
|
2. Profile to find real bottlenecks
|
||||||
|
3. Optimize hot paths only
|
||||||
|
4. Keep code maintainable
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Related Documentation
|
||||||
|
|
||||||
|
- [[Performance-and-Profiling]] - Profiling tools reference
|
||||||
|
- [[Grid-System]] - Grid optimization opportunities
|
||||||
|
- [[Writing-Tests]] - Creating performance tests
|
||||||
|
|
||||||
|
**Open Issues:**
|
||||||
|
- [#115](../../issues/115) - SpatialHash Implementation
|
||||||
|
- [#116](../../issues/116) - Dirty Flag System
|
||||||
|
- [#113](../../issues/113) - Batch Operations for Grid
|
||||||
|
- [#117](../../issues/117) - Memory Pool for Entities
|
||||||
Loading…
Reference in New Issue