Minor updates to README
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@ -67,7 +67,7 @@ A lot of what I wrote here ended up just being a buggy, half-assed
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interpreter for a buggy, half-assed EDSL/minilanguage.
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interpreter for a buggy, half-assed EDSL/minilanguage.
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(Greenspun's Tenth Rule of Programming, anyone?)
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(Greenspun's Tenth Rule of Programming, anyone?)
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On top of this, my implementation is pretty slow when it is
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On top of this, my implementation was pretty slow when it was
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using a large number of rules each producing small geometry
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using a large number of rules each producing small geometry
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(which is almost literally the only way it *can* be used
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(which is almost literally the only way it *can* be used
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if you want to produce a fairly complex mesh). I did some
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if you want to produce a fairly complex mesh). I did some
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@ -75,7 +75,7 @@ profiling some months ago that showed I was spending the
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vast majority of my time in `extend()` and `clone()` for
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vast majority of my time in `extend()` and `clone()` for
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`Vec` - and so I could probably see some huge performance
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`Vec` - and so I could probably see some huge performance
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gains if I could simply pre-allocate vectors and share geometry
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gains if I could simply pre-allocate vectors and share geometry
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more. Also, I'm pretty sure this code does some very task-parallel
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more. Also, I'm pretty sure this code did some very task-parallel
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elements (e.g. anytime a rule branches), and multithreading should
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elements (e.g. anytime a rule branches), and multithreading should
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be able to exploit this if I care.
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be able to exploit this if I care.
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