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Forums > C64 Coding > Sorting
2007-10-08 16:08
Oswald

Registered: Apr 2002
Posts: 5022
Sorting

are sorters really so slow in games? :) I have made my unrolled version for my theoretical game (;), and it takes 132 rlines to sort 32 numbers o_O worst case is ~200 lines. tho when its the case of 4 numbers have to be swapped only it does the job in ~10 lines. wastes a lot of memory but I like it :)
 
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2020-04-08 11:11
Frantic

Registered: Mar 2003
Posts: 1627
@lft: Much appreciated! Thank you! :)
2020-04-08 12:43
ChristopherJam

Registered: Aug 2004
Posts: 1380
Excellent work, both of you!

I've been meaning to write up a comprehensive comparison of all the approaches mentioned in this post since sometime in 2017, but as that's clearly not going to happen soon, here's a quick table comparing several of the 'sub 2500 cycle worst case' implementations; 32 actors in each instance.
+---------------+------------------+---------+--------+-----------+------+
| author        | algorithm        |  worst  | code+  | zeropage  | year | 
|               |                  | cycles  | data   |           |      | 
+---------------+------------------+---------+--------+-----------+------+
| cjam          | flagged buckets  |   2422  |  ~3kb  |   59b     | 2017 | 
| lft           | field sort       |   2200  | sparse |   64b     | 2017 | 
| colorbar+cjam | inline buckets   |   2086  |  19kb  |    0b     | 2017 | 
| bezerk        | radix            |   2044  |  ~2kb  |   94/185b | 2020 | 
| bezerk+lft    | radix            |   1970  |  ~2kb  |   32b     | 2020 | 
+---------------+------------------+---------+--------+-----------+------+

(cycle counts do not include jsr/rts, or decanting results from index lists in stack)

Bezerk had already just scraped in below my and Colorbar's approach, with a relatively miniscule memory footprint - and now lft has improved that to hit the holy grail of sub-raster performance in the 32 actor category :D
2020-04-08 13:03
Bezerk
Account closed

Registered: Mar 2020
Posts: 5
That's brilliant @Lft, well done!

@ChristopherJam, no need to put me + Lft on this one in the comparison table.
2020-04-08 14:21
Rastah Bar

Registered: Oct 2012
Posts: 336
Lovely! Question: if one would sort according to high nybble first, what would be the complexity?

And could someone post an equation for the the latest approach that shows the number of cycles as a function of Y-range and number of actors, please?
2020-04-08 15:01
ChristopherJam

Registered: Aug 2004
Posts: 1380
I should have included an e&oe really :)

ok, next draft just lft for final radix entry. Any comments on fieldsort memory usage will be integrated too, I just didn't manage to look that up before dinner.

Rastah Bar - Going by lft's writeup at codebase, it's an extra 51 cycles per actor regardless of order.

Flagged bucket sort's a little messier as it depends how many are on the same line or in the same eight line group.

graphs one of these days..
2020-04-08 16:27
lft

Registered: Jul 2007
Posts: 369
My approach uses 60 bytes of zero-page, so this should be updated in the table. It can be reduced to 32 bytes at the cost of a few extra cycles (I think 12, but haven't tested).

Adding support for the full range ($00-$ff, adding two more lists for the high nybble) will bump the zero-page size up to 64 bytes, and add 22 cycles.
2020-04-08 16:38
Oswald

Registered: Apr 2002
Posts: 5022
Quote: My approach uses 60 bytes of zero-page, so this should be updated in the table. It can be reduced to 32 bytes at the cost of a few extra cycles (I think 12, but haven't tested).

Adding support for the full range ($00-$ff, adding two more lists for the high nybble) will bump the zero-page size up to 64 bytes, and add 22 cycles.


a general solution would be nice to have on codebase, not everyone wants to sort sprites. also can it handle all entries showing up in 1 bucket ?
2020-04-08 16:40
ChristopherJam

Registered: Aug 2004
Posts: 1380
Quote: a general solution would be nice to have on codebase, not everyone wants to sort sprites. also can it handle all entries showing up in 1 bucket ?

Doesn't need to support more than eight entries per bucket for sprites…
2020-04-08 16:45
lft

Registered: Jul 2007
Posts: 369
@Oswald Yes, it handles all cases, always using the same amount of cycles.
2020-04-09 09:22
Rastah Bar

Registered: Oct 2012
Posts: 336
The costs per actor are lower for inline buckets. I was trying to figure out if it could be beneficial to combine the new radix sort and the inline bucket sort. F.e. one stage of radix sort followed by an inline bucket sort for each bucket of the first stage.
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