You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The game loop defined in the interval timers uses the static method RunPhaseGroup which has a couple of performance problems:
the string-based lookup runs through DecodeHookSelector to look-up the machine name, then invokes each phase in the group one-by-one
the invocation wraps the phase group execution in promises, which isn't desirable in a realtime game loop
It should be possible to write a dereferencing method that returns stacks of functions without the async-await default behavior, which could result in less overhead.
The text was updated successfully, but these errors were encountered:
Currently, PhaseMachine has overhead in its invocation loops. Consider this example from an SNA app implementing a game loop:
The game loop defined in the interval timers uses the static method
RunPhaseGroup
which has a couple of performance problems:DecodeHookSelector
to look-up the machine name, then invokes each phase in the group one-by-oneIt should be possible to write a dereferencing method that returns stacks of functions without the async-await default behavior, which could result in less overhead.
The text was updated successfully, but these errors were encountered: