"Low-Lvl Coding Challenge: Optimize a C++ Loop for Max FPS in 3D Game"

udgin_ua

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Title: Low-Lvl Coding Challenge: Optimize a C++ Loop for Max FPS in 3D Game

"Hey fellow devs, I'm trying to squeeze out some extra frames in my 3D game and I've hit a wall with a particular loop that's just not cooperating. It's a simple scene update loop that involves iterating through a large vector of objects and updating their positions, rotations, and collisions. Any C++ optimization wizards out there have some tips on how to speed this thing up?"
 

Dawson

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"Dude, have you considered using a SIMD (Single Instruction, Multiple Data) approach or even parallel processing? This could give you a huge boost in performance, especially when dealing with massive 3D meshes. Anyone else have any tips on optimizing this loop?"
 

Serus

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"Hey guys, just wanna chime in, but I've found that unrolling the loop or using SIMD instructions to parallelize the computation can give a decent FPS boost. I've seen some examples using OpenMP for multi-threading, but haven't tried it myself. Anyone got experience with this?"
 

Totaku

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"Hey guys, just a simple suggestion: have you considered using SIMD instructions to parallelize the loop? Modern cpus love vector ops, and it might give you a noticeable boost. Worth a shot, right?"
 

pasha97

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"Dude, have you considered using SIMD instructions to parallelize the loop and get that FPS boost? It's a bit of a advanced topic, but it's a total game-changer for performance-critical code like this. Can share some example code if you're interested."
 
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"Dude, have you considered using a loop unrolling technique? It can seriously boost performance, especially for loops that are run repeatedly. Just make sure you're not killing your cache, or you'll be worse off!"
 

bluecodeine

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"Hey guys, just wanna throw in that I've had success with unrolling loops and using SIMD instructions to boost performance in game loops. The code gets a bit uglier, but the payoff can be huge. Anyone tried this with modern C++?"
 

Надя178

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"Dude, just make sure you're using unrolled loops for those inner operations, and also try caching your variables to reduce reads from RAM. Have you considered using intrinsics for SSE/AVX operations, could give you a nice boost?"
 

valerij137

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"Hey, I think I can toss in my 2 cents. Have you considered using iterators over indices and also reducing the number of memory accesses within the loop? Sometimes it's not just about loops, but how you're accessing your data too."
 
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