Just messing around, I'll save anyway. Profiled the multi to linear function being called each time in Update. And moved it to the class constructor but it actually slowed it down. Might be cache related? As it is the difference between computing the value on the fly vs. getting the stored value
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@@ -6,8 +6,8 @@
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#include <thread>
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#include <stack>
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const int WINDOW_X = 1000;
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const int WINDOW_Y = 1000;
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const int WINDOW_X = 300;
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const int WINDOW_Y = 300;
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float elap_time() {
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static __int64 start = 0;
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@@ -43,7 +43,7 @@ int main() {
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for (int x = 0; x < Node::x_bound; x++) {
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for (int y = 0; y < Node::y_bound; y++) {
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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if ((x % 30 == 0)) {
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if ((x % 5 == 0) || (y % 8 == 0)) {
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node_vec.at(node_vec.size() - 1).Revive();
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}
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}
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@@ -63,6 +63,7 @@ int main() {
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texture.create(WINDOW_X, WINDOW_Y);
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sf::Sprite sprite(texture);
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while (window.isOpen()) {
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sf::Event event;
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@@ -107,12 +108,14 @@ int main() {
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}
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else {
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//pixel_array[i * 4] *= 0.999;// 49; // R?
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pixel_array[i * 4 + 1] *= 0.999;//68; // G?
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pixel_array[i * 4] *= 0.999;// 49; // R?
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//pixel_array[i * 4 + 1] *= 0.999;//68; // G?
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pixel_array[i * 4 + 2] *= 0.999;//72; // B?
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pixel_array[i * 4 + 3] *= 0.999;//255; // A?
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}
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}
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window.clear();
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texture.update(pixel_array);
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window.draw(sprite);
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