I would inline most of the simple ones personally, or even maybe add a
build step and use some kind of macro

On Dec 24, 1:37 am, Joseph Gentle <[email protected]> wrote:
> I'm porting a physics engine (chipmunk!) from C to javascript. Internally,
> chipmunk uses 2d vectors pretty extensively. In C, they're a simple struct
> passed by value. In javascript, my vectors are being allocated on the heap.
>
> I did some benchmarks - in 5 seconds, chipmunk-js allocates about 20
> million vectors. The simulation spends about a third of its time in the
> garbage collector. (Eep!).
>
> I would move across to simply storing x and y values, but a lot of the
> vector manipulation functions need to return new vectors. (Eg, add(),
> mult(), rotate(), lerp(), ... etc). If I store (x,y), I need a way to
> return two values from those functions.
>
> My ideas:
> - Try and use an object pool of vectors. It might be hard to track the
> lifetime of all the vectors the library uses, but I should be able to
> manually release most of them.
> - Make all the functions that return a vector instead store the (x,y) pair
> in a pair of global variables. Other functions can then copy the result
> back when they're done computing. That way, I can remove heap-stored
> vectors entirely; though my code will get super messy.
> - Manually inline a lot of the vector functions. Again, my code will get
> messier.
>
> What do you guys reckon? Are there any other options?
>
> My trivial vector implementation is 
> here:https://github.com/josephg/Chipmunk-js/blob/master/lib/cpVect.js
>
> -J

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