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Oswald
Registered: Apr 2002 Posts: 5034 |
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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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. |
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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? |
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ChristopherJam
Registered: Aug 2004 Posts: 1390 |
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.. |
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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. |
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Oswald
Registered: Apr 2002 Posts: 5034 |
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 ? |
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ChristopherJam
Registered: Aug 2004 Posts: 1390 |
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… |
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lft
Registered: Jul 2007 Posts: 369 |
@Oswald Yes, it handles all cases, always using the same amount of cycles. |
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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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Rastah Bar
Registered: Oct 2012 Posts: 336 |
<Original post deleted>
I thought I had found an improvement to inline buckets, but ChristopherJam already proposed that. |
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ChristopherJam
Registered: Aug 2004 Posts: 1390 |
Ah, sorry about that :)
But also damn, I'd forgotten whether or not I'd already implemented what you wrote, and was looking forward to rummaging through my code to see if I could integrate it..
Interesting idea about combining radix with IBS - after all, a bucket sort is just a one digit radix sort (compared to the two digit radix sorts used elsewhere in this discussion) |
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