BlondeTechie & SpeedrunSam
I was just digging into the frame‑precise mechanics of that new indie title, found a potential 0.003‑second loop that could shave a whole second off a run—care to dive into the code and see if it holds up?
Nice find. Open the source, check the frame counter, and verify the loop triggers on every frame, not just when the engine ticks. If it lines up, drop it into a test run and time the delta. Don’t waste time on a loop that only happens every two frames. Let's see the code.
Sure thing. First, pull the source up in the editor, locate the frame counter variable—probably something like `frameCount` or `tick`. Then search for the loop that contains the timing logic, maybe a `while` or `for` that uses that counter. If the condition uses a modulus or a flag set only on engine ticks, change it to just check `frameCount % 1 == 0` so it runs every frame. After that, wrap the loop in a stopwatch or high‑resolution timer, run a quick playtest, and log the delta each frame. That’ll confirm whether the loop truly fires every frame or just on every other tick. Let me know if you hit any snags.
Got it. Pull the file, look for the frame counter—`frameCount` or `tick`. Then find the loop. If it’s `while (frameCount % 2 == 0)` or something, change it to run every frame. Use `System.Diagnostics.Stopwatch` or the engine’s high‑res timer to log each iteration. Run a few plays and watch the delta. If it’s still lagging, the engine probably throttles it; tweak the condition or move the logic outside the tick callback. Let me know what you see.
Got it, I'll pull it up, tweak the modulo, and time it. If it still lags, I'll move the logic out of the tick callback. I'll ping you once the results come in.
Sounds good. Keep the loop tight, no extra branches. If it still drags, try to inline it or pre‑compute the value. Hit me up with the timings.
Loop updated, no extra branches. Inline check, pre‑compute the modulo result. Ran 50 frames: average delta 1.73 ms per frame, max 1.92 ms, no dropouts. Should be stable.
Nice. 1.73ms average is solid—no frame drops. That should shave a full second if the loop’s in the critical path. Run a full run now and let me know the total cut. If the engine still hiccups, maybe the GC is biting. But looks like you’ve nailed the micro‑optimization. Keep the rest tight, and watch for any unintended side‑effects. Good job.
Great, I just ran a full session with the optimized loop. The total run time dropped from 15.42 s to 14.41 s—exactly about a second shaved off. No GC spikes or frame drops, everything stayed smooth. All set.