安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Well i've noticed you're using "onMap" tick which explain the huge performance impact almost doubling the frame time.
I would not do that, instead try patching different incidents or hijacking some other tick (Something less frequent to say the least) for your update.
I'm checking psychology for a possible integration.
I try on hardest stres-test, and got like 4-6fps drop from 45fps.
test conditions :
tribal 5 colonist
max speed game
max view (camera+)
max map size
tropical climate
When i programing, i uses two conditions on multi-threaded/parallel app:
-you don't need to call your main method every tick;
-static stock (array memory) is always faster.
The reason it didn’t use either of those tips is because I made it like 2 years ago, before I I Ee what an array was or how to do anything other than every tick :) thank you!
Or do you still plan to realize keepercraft's suggestions?