Files
spacetris/docs/PERFORMANCE_OPTIMIZATION.md
Gregor Klevze 66099809e0 feat: implement textured line clear effects and refine UI alignment
- **Visual Effects**: Upgraded line clear particles to use the game's block texture instead of simple circles, matching the reference web game's aesthetic.
- **Particle Physics**: Tuned particle velocity, gravity, and fade rates for a more dynamic explosion effect.
- **Rendering Integration**: Updated [main.cpp](cci:7://file:///d:/Sites/Work/tetris/src/main.cpp:0:0-0:0) and `GameRenderer` to pass the block texture to the effect system and correctly trigger animations upon line completion.
- **Menu UI**: Fixed [MenuState](cci:1://file:///d:/Sites/Work/tetris/src/states/MenuState.cpp:19:0-19:55) layout calculations to use fixed logical dimensions (1200x1000), ensuring consistent centering and alignment of the logo, buttons, and settings icon across different window sizes.
- **Code Cleanup**: Refactored `PlayingState` to delegate effect triggering to the rendering layer where correct screen coordinates are available.
2025-11-21 21:19:14 +01:00

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Markdown

# Performance Optimization Recommendations
## Current Performance Analysis
### Memory Management
- **Good**: Proper RAII patterns, smart pointers
- **Improvement**: Object pooling for frequently created/destroyed objects
### Rendering Performance
- **Current**: SDL3 with immediate mode rendering
- **Optimization Opportunities**: Batch rendering, texture atlasing
### Game Logic Performance
- **Current**: Simple collision detection, adequate for Tetris
- **Good**: Efficient board representation using flat array
## Specific Optimizations
### 1. Object Pooling for Game Pieces
```cpp
// src/gameplay/PiecePool.h
class PiecePool {
private:
std::vector<std::unique_ptr<Piece>> available;
std::vector<std::unique_ptr<Piece>> inUse;
public:
std::unique_ptr<Piece> acquire(PieceType type);
void release(std::unique_ptr<Piece> piece);
void preAllocate(size_t count);
};
```
### 2. Texture Atlas for UI Elements
```cpp
// src/graphics/TextureAtlas.h
class TextureAtlas {
private:
SDL_Texture* atlasTexture;
std::unordered_map<std::string, SDL_Rect> regions;
public:
void loadAtlas(const std::string& atlasPath, const std::string& configPath);
SDL_Rect getRegion(const std::string& name) const;
SDL_Texture* getTexture() const { return atlasTexture; }
};
```
### 3. Batch Rendering System
```cpp
// src/graphics/BatchRenderer.h
class BatchRenderer {
private:
struct RenderCommand {
SDL_Texture* texture;
SDL_Rect srcRect;
SDL_Rect dstRect;
};
std::vector<RenderCommand> commands;
public:
void addSprite(SDL_Texture* texture, const SDL_Rect& src, const SDL_Rect& dst);
void flush();
void clear();
};
```
### 4. Memory-Efficient Board Representation
```cpp
// Current: std::array<int, COLS*ROWS> board (40 integers = 160 bytes)
// Optimized: Bitset representation for filled/empty + color array for occupied cells
class OptimizedBoard {
private:
std::bitset<COLS * ROWS> occupied; // 25 bytes (200 bits)
std::array<uint8_t, COLS * ROWS> colors; // 200 bytes, but only for occupied cells
public:
bool isOccupied(int x, int y) const;
uint8_t getColor(int x, int y) const;
void setCell(int x, int y, uint8_t color);
void clearCell(int x, int y);
};
```
### 5. Cache-Friendly Data Structures
```cpp
// Group related data together for better cache locality
struct GameState {
// Hot data (frequently accessed)
std::array<uint8_t, COLS * ROWS> board;
Piece currentPiece;
int score;
int level;
int lines;
// Cold data (less frequently accessed)
std::vector<PieceType> bag;
Piece holdPiece;
bool gameOver;
bool paused;
};
```
## Performance Measurement
### 1. Add Profiling Infrastructure
```cpp
// src/core/Profiler.h
class Profiler {
private:
std::unordered_map<std::string, std::chrono::high_resolution_clock::time_point> startTimes;
std::unordered_map<std::string, double> averageTimes;
public:
void beginTimer(const std::string& name);
void endTimer(const std::string& name);
void printStats();
};
// Usage:
// profiler.beginTimer("GameLogic");
// game.update(deltaTime);
// profiler.endTimer("GameLogic");
```
### 2. Frame Rate Optimization
```cpp
// Target 60 FPS with consistent frame timing
class FrameRateManager {
private:
std::chrono::high_resolution_clock::time_point lastFrame;
double targetFrameTime = 1000.0 / 60.0; // 16.67ms
public:
void beginFrame();
void endFrame();
double getDeltaTime() const;
bool shouldSkipFrame() const;
};
```
## Expected Performance Gains
1. **Object Pooling**: 30-50% reduction in allocation overhead
2. **Texture Atlas**: 20-30% improvement in rendering performance
3. **Batch Rendering**: 40-60% reduction in draw calls
4. **Optimized Board**: 60% reduction in memory usage
5. **Cache Optimization**: 10-20% improvement in game logic performance
## Implementation Priority
1. **High Impact, Low Effort**: Profiling infrastructure, frame rate management
2. **Medium Impact, Medium Effort**: Object pooling, optimized board representation
3. **High Impact, High Effort**: Texture atlas, batch rendering system