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| -- ### BENCHMARK CONFIG | |
| n_runs = 10 -- number of total runs | |
| n_vectors = 10e4 -- number of vectors per run | |
| n_adds = 200 -- number of operations per vector | |
| io.stdout:setvbuf("no") | |
| -- ### NAIVE VECTOR ### |
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| local _tesselations = { | |
| [1] = { | |
| [1] = { | |
| [1] = 0, | |
| [2] = 0.24519416500785, | |
| [3] = 0.30925435412093, | |
| [4] = 0.23119115908206, | |
| [5] = 0.16389692708811, | |
| [6] = 0.4900034953275, | |
| [7] = 0, |
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| local tile_width, tile_height = -- tile size, for example 32x32 | |
| local is_solid_matrix = -- sparse matrix for whom get(x, y) returns true if a tile at position x, y (1-indexed) is solid, false otherwise | |
| local min_x, min_y, max_x, max_y = -- index range of is_solid_matrix, for example -32, -15, 125, 268, depending on map chunking | |
| local visited = {} -- dense 2d matrix, keeps track of which tiles are already merged | |
| local function is_visited(x, y) | |
| return visited[y] and visited[y][x] | |
| end | |
| local function find_rectangle(x, y) |
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| --[[ | |
| Frame Interpolation in Love2D | |
| Author: Clem Cords (github.com/clemapfel), licensed MIT, free to use in commercial projects | |
| This is a demonstration of how to run a game at a fixed frame rate while | |
| keeping drawing smooth. If a game is out of sync with the monitor refresh rate, | |
| stuttering can occur. To address this, we need to perform what is called | |
| *frame interpolation*, which predicts the objects current position independent | |
| of the games frame rate. We then use this predicted position for drawing, which vastly reduces | |
| stuttering, especially when the game refresh rate is lower than the monitor refresh rate. |
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