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Diff Revisions 962 vs 968 for /trunk/Source Code/config.h

Diff revisions: vs.
  @@ -65,23 +65,23 @@
65 65 constexpr bool USE_FIXED_TIMESTEP = true;
66 66 /// Application desired framerate for physics and input simulations
67 67 constexpr unsigned int TARGET_FRAME_RATE = 60;
68 - /// Minimum required RAM size (in bytes) for the current build
69 - constexpr unsigned int REQUIRED_RAM_SIZE = 2 * 1024 * 1024; //2Gb
70 - /// Application update rate divisor (how many draw calls per render call
71 - /// e.g. 2 = 30Hz update rate at 60Hz rendering)
68 + /// Application update rate divisor (how many many times should we update our state per second)
69 + /// e.g. For TARGET_FRAME_RATE = 60, TICK_DIVISOR = 2 => update at 30Hz, render at 60Hz.
72 70 constexpr unsigned int TICK_DIVISOR = 2;
73 71 /// Application update rate
74 72 constexpr unsigned int TICKS_PER_SECOND = TARGET_FRAME_RATE / TICK_DIVISOR;
75 73 /// Maximum frameskip
76 74 constexpr unsigned int MAX_FRAMESKIP = 3;
77 - constexpr unsigned long long SKIP_TICKS = (1000 * 1000) / Config::TICKS_PER_SECOND;
75 + constexpr unsigned long long MAX_SKIP_TICKS_PER_SECOND = TICKS_PER_SECOND;
76 + /// AI update frequency
77 + constexpr unsigned int AI_THREAD_UPDATE_TICKS_PER_SECOND = TICKS_PER_SECOND;
78 78 /// The minimum threshold needed for a threaded loop to use sleep
79 79 /// Update intervals bellow this threshold will not use sleep!
80 80 constexpr unsigned int MIN_SLEEP_THRESHOLD_MS = 5;
81 + /// Minimum required RAM size (in bytes) for the current build
82 + constexpr unsigned int REQUIRED_RAM_SIZE = 2 * 1024 * 1024; //2Gb
81 83 /// How many tasks should we keep in a pool to avoid using new/delete (must be power of two)
82 84 constexpr unsigned int MAX_POOLED_TASKS = 4096;
83 - /// AI update frequency
84 - constexpr unsigned int AI_THREAD_UPDATE_FREQUENCY = TICKS_PER_SECOND;
85 85 /// Toggle multi-threaded resource loading on or off
86 86 constexpr bool USE_GPU_THREADED_LOADING = true;
87 87 /// Run all threaded tasks in a serial fashion. (used to debug multi-threaded related bugs)
  @@ -92,8 +92,7 @@
92 92 constexpr unsigned int MAX_POINTS_PER_BATCH = static_cast<unsigned int>(1 << 31);
93 93 /// Maximum number of bones available per node
94 94 constexpr unsigned int MAX_BONE_COUNT_PER_NODE = 256;
95 - /// Estimated maximum number of visible objects per render pass
96 - //(This includes debug primitives)
95 + /// Estimated maximum number of visible objects per render pass (this includes debug primitives)
97 96 constexpr unsigned int MAX_VISIBLE_NODES = 1024;
98 97 /// How many clip planes should the shaders us
99 98 /// How many reflective objects are we allowed to display on screen at the same time