blender/source/gameengine/Converter
Benoit Bolsee 386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
..
BL_ActionActuator.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
BL_ActionActuator.h BGE Python API 2009-04-20 23:17:52 +00:00
BL_ArmatureObject.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
BL_ArmatureObject.h BGE C++ API 2009-04-22 12:16:41 +00:00
BL_BlenderDataConversion.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
BL_BlenderDataConversion.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
BL_DeformableGameObject.cpp BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
BL_DeformableGameObject.h BGE C++ API 2009-04-22 12:16:41 +00:00
BL_MeshDeformer.cpp BGE fux #17796: Glsl + bones + set smooth = bug on vertext groups. 2009-04-30 08:02:26 +00:00
BL_MeshDeformer.h BGE mesh modifiers: fix view frustrum culling for mesh with modifiers. Update the bounding box based on mesh extent after applying the modifiers. 2009-04-25 12:20:59 +00:00
BL_ModifierDeformer.cpp BGE mesh modifiers: fix view frustrum culling for mesh with modifiers. Update the bounding box based on mesh extent after applying the modifiers. 2009-04-25 12:20:59 +00:00
BL_ModifierDeformer.h BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
BL_ShapeActionActuator.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
BL_ShapeActionActuator.h BGE Python API 2009-04-20 23:17:52 +00:00
BL_ShapeDeformer.cpp BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
BL_ShapeDeformer.h BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
BL_SkinDeformer.cpp BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes. 2009-04-22 16:26:22 +00:00
BL_SkinDeformer.h BGE mesh modifiers: fix view frustrum culling for mesh with modifiers. Update the bounding box based on mesh extent after applying the modifiers. 2009-04-25 12:20:59 +00:00
BL_SkinMeshObject.cpp BGE: Support mesh modifiers in the game engine. 2009-04-21 11:01:09 +00:00
BL_SkinMeshObject.h Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
BlenderWorldInfo.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
BlenderWorldInfo.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
CMakeLists.txt Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
KX_BlenderScalarInterpolator.cpp Fix crash in game engine IPO code, got out of sync after IPO cleanup, removed the duplicated function declarations. 2008-10-11 22:29:50 +00:00
KX_BlenderScalarInterpolator.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_BlenderSceneConverter.cpp BGE: Occlusion culling and other performance improvements. 2009-04-13 20:08:33 +00:00
KX_BlenderSceneConverter.h Merge of first part of changes from the apricot branch, especially 2008-09-04 20:51:28 +00:00
KX_ConvertActuators.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertActuators.h BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertControllers.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertControllers.h BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertProperties.cpp BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name). 2008-09-25 16:19:07 +00:00
KX_ConvertProperties.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_ConvertSensors.cpp BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_ConvertSensors.h BGE performance, 4th round: logic 2009-05-10 20:53:58 +00:00
KX_IpoConvert.cpp remove warnings for the BGE 2009-02-25 03:26:02 +00:00
KX_IpoConvert.h BGE patch: approve patch #17312: Multiple material IPOs per mesh in BGE. 2008-07-25 13:45:57 +00:00
Makefile converted my gen_utils.h fix to PyObjectPlus.h 2008-09-06 14:13:31 +00:00
SConscript Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID. 2009-02-25 12:07:51 +00:00