Multithreaded, I think the hangup now is sprite drawing, but it looks much more impressive now. So i'm happy
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@@ -4,8 +4,8 @@
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class Node {
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class Node {
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public:
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public:
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static const int x_bound = 150;
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static const int x_bound = 1000;
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static const int y_bound = 150;
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static const int y_bound = 1000;
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Node(sf::Vector2i position_);
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Node(sf::Vector2i position_);
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~Node();
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~Node();
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@@ -1,13 +1,13 @@
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#include <SFML/Window.hpp>
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <random>
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#include <random>
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#include <windows.h>
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#include <windows.h>
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#include "Node.h"
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#include "Node.h"
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#include <thread>
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#include <stack>
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#include <stack>
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const int WINDOW_X = 600;
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const int WINDOW_X = 1000;
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const int WINDOW_Y = 800;
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const int WINDOW_Y = 1000;
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float elap_time() {
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float elap_time() {
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static __int64 start = 0;
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static __int64 start = 0;
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@@ -24,14 +24,20 @@ float elap_time() {
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return (float)((counter - start) / double(frequency));
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return (float)((counter - start) / double(frequency));
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}
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}
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void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_) {
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for (int i = start_range_; i < end_range_; i++) {
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node_vec->operator[](i).Update(node_vec);
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}
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}
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int main() {
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int main() {
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std::mt19937 rng(time(NULL));
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 4);
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std::uniform_int_distribution<int> rgen(0, 4);
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std::vector<Node> node_vec;
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std::vector<Node> node_vec;
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std::stack<Node*>* front_stack = new std::stack<Node*>();
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std::stack<Node*>* back_stack = new std::stack<Node*>();
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// Init nodes, random value, push to front_stack
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// Init nodes, random value, push to front_stack
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for (int x = 0; x < Node::x_bound; x++) {
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for (int x = 0; x < Node::x_bound; x++) {
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@@ -39,21 +45,14 @@ int main() {
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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if (rgen(rng) == 1) {
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if (rgen(rng) == 1) {
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node_vec.at(node_vec.size() - 1).Revive();
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node_vec.at(node_vec.size() - 1).Revive();
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front_stack->push(&node_vec.at(node_vec.size() - 1));
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}
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}
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}
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}
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}
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}
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// Spites for drawing, probably where the biggest slowdown is
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// Spites for drawing, probably where the biggest slowdown is
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sf::RectangleShape live_node;
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sf::RectangleShape live_node;
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sf::RectangleShape dead_node;
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live_node.setFillColor(sf::Color(145, 181, 207));
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live_node.setFillColor(sf::Color::Blue);
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dead_node.setFillColor(sf::Color::Green);
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live_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
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live_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
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dead_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
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// Init window, and loop data
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// Init window, and loop data
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
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@@ -62,6 +61,7 @@ int main() {
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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int frame_count = 0;
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int frame_count = 0;
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std::stack<std::thread> thread_stack;
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while (window.isOpen()) {
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while (window.isOpen()) {
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@@ -86,14 +86,22 @@ int main() {
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}
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}
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// Implicit dead node color
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// Implicit dead node color
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window.clear(sf::Color::Black);
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window.clear(sf::Color(49, 68, 72));
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for (int i = 0; i < node_vec.size(); i++) {
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for (int i = 0; i < 12; i++) {
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node_vec.at(i).Update(&node_vec);
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thread_stack.emplace(updateRange, &node_vec, (node_vec.size() / 12)* i, (node_vec.size() / 12)* (i + 1));
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}
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while (!thread_stack.empty()) {
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thread_stack.top().join();
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thread_stack.pop();
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}
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}
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//for (int i = 0; i < node_vec.size(); i++) {
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// node_vec.at(i).Update(&node_vec);
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//}
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for (int i = 0; i < node_vec.size(); i++) {
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec.at(i).ShiftState();
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node_vec[i].ShiftState();
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}
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}
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for (int i = 0; i < node_vec.size(); i++) {
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for (int i = 0; i < node_vec.size(); i++) {
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BIN
Screeny.png
BIN
Screeny.png
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Before Width: | Height: | Size: 27 KiB After Width: | Height: | Size: 101 KiB |
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