Changed to non branching algo, sped up a good 30-50 ms at the current max
ray dist. Also changed bounds checking a little, not sure if it's faster
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@@ -19,6 +19,10 @@ public:
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}
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void frame(double delta_time){
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if (frame_count == 100){
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frame_count = 0;
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fps_average = 0;
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}
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frame_count++;
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fps_average += (delta_time - fps_average) / frame_count;
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}
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