Multithreaded, I think the hangup now is sprite drawing, but it looks much more impressive now. So i'm happy

master
MitchellHansen 9 years ago
parent c4606642e6
commit a308f25708

@ -4,8 +4,8 @@
class Node {
public:
static const int x_bound = 150;
static const int y_bound = 150;
static const int x_bound = 1000;
static const int y_bound = 1000;
Node(sf::Vector2i position_);
~Node();

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

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