通过业务逻辑代码手动统计游戏一帧中消耗的资源,可以帮助你更精确地了解每一帧的性能瓶颈。以下是一些具体的方法和示例代码,展示如何在业务逻辑代码中手动统计CPU时间、内存使用、GPU时间和其他资源消耗。
1. 统计CPU时间
使用高精度计时器
你可以使用高精度计时器来测量每一帧中不同部分的CPU时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
class FrameTimer {
public:
void Start() {
start = std::chrono::high_resolution_clock::now();
}
void End(const std::string& sectionName) {
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << sectionName << " took " << duration.count() << " ms" << std::endl;
}
private:
std::chrono::high_resolution_clock::time_point start;
};
void Update() {
// 模拟更新逻辑
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
void Render() {
// 模拟渲染逻辑
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
int main() {
FrameTimer timer;
while (true) {
timer.Start();
Update();
timer.End("Update");
timer.Start();
Render();
timer.End("Render");
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
2. 统计内存使用
手动内存分配统计
你可以重载内存分配和释放操作符来统计内存使用情况。例如,使用C++的new和delete操作符:
#include <iostream>
#include <unordered_map>
std::unordered_map<void*, size_t> allocationMap;
size_t totalAllocated = 0;
void* operator new(size_t size) {
void* ptr = malloc(size);
allocationMap[ptr] = size;
totalAllocated += size;
std::cout << "Allocated " << size << " bytes, total: " << totalAllocated << " bytes" << std::endl;
return ptr;
}
void operator delete(void* ptr) noexcept {
totalAllocated -= allocationMap[ptr];
std::cout << "Freed " << allocationMap[ptr] << " bytes, total: " << totalAllocated << " bytes" << std::endl;
allocationMap.erase(ptr);
free(ptr);
}
int main() {
int* p = new int[10];
delete[] p;
return 0;
}
3. 统计GPU时间
使用OpenGL查询对象
在OpenGL中,可以使用查询对象来测量GPU时间。例如,使用glBeginQuery和glEndQuery:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
GLuint query;
void Init() {
glGenQueries(1, &query);
}
void Render() {
glBeginQuery(GL_TIME_ELAPSED, query);
// 渲染代码
// ...
glEndQuery(GL_TIME_ELAPSED);
GLuint64 elapsed_time;
glGetQueryObjectui64v(query, GL_QUERY_RESULT, &elapsed_time);
std::cout << "Render took " << elapsed_time / 1000000.0 << " ms" << std::endl;
}
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
Init();
while (!glfwWindowShouldClose(window)) {
Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计网络流量、磁盘I/O、线程活动等资源消耗。
4. 统计网络流量
手动统计网络数据
你可以在发送和接收网络数据时手动统计数据量。例如,使用C++的send和recv函数:
#include <iostream>
#include <sys/socket.h>
#include <arpa/inet.h>
#include <unistd.h>
size_t totalSent = 0;
size_t totalReceived = 0;
ssize_t SendData(int sockfd, const void* buf, size_t len, int flags) {
ssize_t sent = send(sockfd, buf, len, flags);
if (sent > 0) {
totalSent += sent;
std::cout << "Sent " << sent << " bytes, total sent: " << totalSent << " bytes" << std::endl;
}
return sent;
}
ssize_t ReceiveData(int sockfd, void* buf, size_t len, int flags) {
ssize_t received = recv(sockfd, buf, len, flags);
if (received > 0) {
totalReceived += received;
std::cout << "Received " << received << " bytes, total received: " << totalReceived << " bytes" << std::endl;
}
return received;
}
int main() {
int sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0) {
std::cerr << "Failed to create socket" << std::endl;
return -1;
}
sockaddr_in serverAddr;
serverAddr.sin_family = AF_INET;
serverAddr.sin_port = htons(8080);
inet_pton(AF_INET, "127.0.0.1", &serverAddr.sin_addr);
if (connect(sockfd, (sockaddr*)&serverAddr, sizeof(serverAddr)) < 0) {
std::cerr << "Failed to connect to server" << std::endl;
close(sockfd);
return -1;
}
const char* message = "Hello, server!";
SendData(sockfd, message, strlen(message), 0);
char buffer[1024];
ReceiveData(sockfd, buffer, sizeof(buffer), 0);
close(sockfd);
return 0;
}
5. 统计磁盘I/O
手动统计文件读写
你可以在文件读写操作时手动统计数据量。例如,使用C++的文件I/O操作:
#include <iostream>
#include <fstream>
size_t totalRead = 0;
size_t totalWritten = 0;
void ReadFile(const std::string& filename) {
std::ifstream file(filename, std::ios::binary | std::ios::ate);
if (file.is_open()) {
size_t fileSize = file.tellg();
totalRead += fileSize;
std::cout << "Read " << fileSize << " bytes, total read: " << totalRead << " bytes" << std::endl;
file.seekg(0, std::ios::beg);
std::vector<char> buffer(fileSize);
file.read(buffer.data(), fileSize);
file.close();
}
}
void WriteFile(const std::string& filename, const std::string& data) {
std::ofstream file(filename, std::ios::binary);
if (file.is_open()) {
file.write(data.c_str(), data.size());
totalWritten += data.size();
std::cout << "Written " << data.size() << " bytes, total written: " << totalWritten << " bytes" << std::endl;
file.close();
}
}
int main() {
WriteFile("example.txt", "Hello, world!");
ReadFile("example.txt");
return 0;
}
6. 统计线程活动
手动统计线程执行时间
你可以在每个线程的执行过程中手动统计其执行时间。例如,使用C++的std::thread和std::chrono库:
#include <iostream>
#include <thread>
#include <chrono>
#include <vector>
class ThreadTimer {
public:
void Start() {
start = std::chrono::high_resolution_clock::now();
}
void End(const std::string& threadName) {
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << threadName << " took " << duration.count() << " ms" << std::endl;
}
private:
std::chrono::high_resolution_clock::time_point start;
};
void ThreadFunction(const std::string& threadName) {
ThreadTimer timer;
timer.Start();
// 模拟一些工作
std::this_thread::sleep_for(std::chrono::milliseconds(100));
timer.End(threadName);
}
int main() {
std::vector<std::thread> threads;
for (int i = 0; i < 4; ++i) {
threads.emplace_back(ThreadFunction, "Thread " + std::to_string(i + 1));
}
for (auto& thread : threads) {
thread.join();
}
return 0;
}
7. 统计帧率和帧时间
手动统计帧率和帧时间
你可以在游戏主循环中手动统计帧率和帧时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameRateCounter {
public:
FrameRateCounter() : frameCount(0), lastTime(std::chrono::high_resolution_clock::now()) {}
void FrameStart() {
frameStartTime = std::chrono::high_resolution_clock::now();
}
void FrameEnd() {
auto frameEndTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> frameDuration = frameEndTime - frameStartTime;
frameTimes.push_back(frameDuration.count());
frameCount++;
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsedTime = currentTime - lastTime;
if (elapsedTime.count() >= 1.0) {
double averageFrameTime = 0.0;
for (double frameTime : frameTimes) {
averageFrameTime += frameTime;
}
averageFrameTime /= frameTimes.size();
std::cout << "FPS: " << frameCount << ", Average Frame Time: " << averageFrameTime * 1000.0 << " ms" << std::endl;
frameCount = 0;
frameTimes.clear();
lastTime = currentTime;
}
}
private:
int frameCount;
std::chrono::high_resolution_clock::time_point lastTime;
std::chrono::high_resolution_clock::time_point frameStartTime;
std::vector<double> frameTimes;
};
void Update() {
// 模拟更新逻辑
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
void Render() {
// 模拟渲染逻辑
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
int main() {
FrameRateCounter frameRateCounter;
while (true) {
frameRateCounter.FrameStart();
Update();
Render();
frameRateCounter.FrameEnd();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
return 0;
}
8. 统计电源消耗
间接估计电源消耗
虽然手动测量电源消耗比较困难,但你可以通过监控CPU和GPU的使用情况来间接估计电源消耗。例如,使用C++的计时器和性能计数器:
#include <iostream>
#include <thread>
#include <chrono>
void SimulateWorkload() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟高负载工作
for (int i = 0; i < 100000000; ++i) {
// 模拟一些工作
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Workload took " << duration.count() << " ms" << std::endl;
}
int main() {
SimulateWorkload();
return 0;
}
总结
通过在业务逻辑代码中手动统计各种资源的消耗,你可以更精确地了解每一帧的性能瓶颈。这些数据对于优化游戏性能至关重要。希望这些信息对你有所帮助!如果你有任何进一步的问题或需要更详细的解释,请随时告诉我。
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
9. 统计内存分配和释放
使用自定义内存分配器
你可以实现一个自定义内存分配器来统计内存分配和释放。例如,使用C++的内存池技术:
#include <iostream>
#include <vector>
#include <unordered_map>
class MemoryPool {
public:
MemoryPool(size_t blockSize, size_t blockCount)
: blockSize(blockSize), blockCount(blockCount) {
pool.resize(blockSize * blockCount);
for (size_t i = 0; i < blockCount; ++i) {
freeBlocks.push_back(&pool[i * blockSize]);
}
}
void* Allocate() {
if (freeBlocks.empty()) {
std::cerr << "Memory pool exhausted!" << std::endl;
return nullptr;
}
void* block = freeBlocks.back();
freeBlocks.pop_back();
allocatedBlocks[block] = blockSize;
totalAllocated += blockSize;
std::cout << "Allocated " << blockSize << " bytes, total: " << totalAllocated << " bytes" << std::endl;
return block;
}
void Deallocate(void* block) {
if (allocatedBlocks.find(block) != allocatedBlocks.end()) {
freeBlocks.push_back(block);
totalAllocated -= allocatedBlocks[block];
std::cout << "Freed " << allocatedBlocks[block] << " bytes, total: " << totalAllocated << " bytes" << std::endl;
allocatedBlocks.erase(block);
}
}
private:
size_t blockSize;
size_t blockCount;
std::vector<char> pool;
std::vector<void*> freeBlocks;
std::unordered_map<void*, size_t> allocatedBlocks;
size_t totalAllocated = 0;
};
int main() {
MemoryPool pool(256, 100);
void* p1 = pool.Allocate();
void* p2 = pool.Allocate();
pool.Deallocate(p1);
pool.Deallocate(p2);
return 0;
}
10. 统计纹理和着色器资源
手动统计纹理和着色器加载
你可以在加载纹理和着色器时手动统计资源使用情况。例如,使用OpenGL加载纹理和着色器:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
size_t totalTextureMemory = 0;
size_t totalShaderMemory = 0;
GLuint LoadTexture(const char* filename) {
// 模拟加载纹理
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// 假设纹理大小为512x512,RGBA格式
size_t textureSize = 512 * 512 * 4;
totalTextureMemory += textureSize;
std::cout << "Loaded texture, size: " << textureSize << " bytes, total texture memory: " << totalTextureMemory << " bytes" << std::endl;
return texture;
}
GLuint LoadShader(const char* vertexSource, const char* fragmentSource) {
// 模拟加载着色器
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// 假设着色器大小为1KB
size_t shaderSize = 1024;
totalShaderMemory += shaderSize;
std::cout << "Loaded shader, size: " << shaderSize << " bytes, total shader memory: " << totalShaderMemory << " bytes" << std::endl;
return vertexShader; // 这里只是示例,实际应返回着色器程序ID
}
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
GLuint texture = LoadTexture("example.png");
GLuint shader = LoadShader("vertex.glsl", "fragment.glsl");
while (!glfwWindowShouldClose(window)) {
// 渲染代码
// ...
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
11. 统计物理引擎性能
手动统计物理引擎更新时间
你可以在物理引擎更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PhysicsEngine {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理引擎更新
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Physics update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsEngine physicsEngine;
while (true) {
physicsEngine.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
12. 统计音频资源
手动统计音频加载和播放
你可以在加载和播放音频时手动统计资源使用情况。例如,使用OpenAL加载和播放音频:
#include <iostream>
#include <AL/al.h>
#include <AL/alc.h>
size_t totalAudioMemory = 0;
ALuint LoadAudio(const char* filename) {
// 模拟加载音频
ALuint buffer;
alGenBuffers(1, &buffer);
// 假设音频大小为1MB
size_t audioSize = 1024 * 1024;
totalAudioMemory += audioSize;
std::cout << "Loaded audio, size: " << audioSize << " bytes, total audio memory: " << totalAudioMemory << " bytes" << std::endl;
return buffer;
}
void PlayAudio(ALuint buffer) {
ALuint source;
alGenSources(1, &source);
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(source);
}
int main() {
ALCdevice* device = alcOpenDevice(NULL);
if (!device) {
std::cerr << "Failed to open audio device" << std::endl;
return -1;
}
ALCcontext* context = alcCreateContext(device, NULL);
if (!context) {
std::cerr << "Failed to create audio context" << std::endl;
alcCloseDevice(device);
return -1;
}
alcMakeContextCurrent(context);
ALuint buffer = LoadAudio("example.wav");
PlayAudio(buffer);
// 模拟播放一段时间
std::this_thread::sleep_for(std::chrono::seconds(2));
alcDestroyContext(context);
alcCloseDevice(device);
return 0;
}
13. 统计输入处理时间
手动统计输入处理时间
你可以在处理输入事件时手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class InputHandler {
public:
void ProcessInput() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟输入处理
std::this_thread::sleep_for(std::chrono::milliseconds(2));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Input processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
InputHandler inputHandler;
while (true) {
inputHandler.ProcessInput();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
14. 统计AI逻辑执行时间
手动统计AI逻辑执行时间
你可以在AI逻辑执行过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AIEngine {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟AI逻辑更新
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "AI update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AIEngine aiEngine;
while (true) {
aiEngine.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
总结
通过在业务逻辑代码中手动统计各种资源的消耗,你可以更精确地了解每一帧的性能瓶颈。这些数据对于优化游戏性能至关重要。希望这些信息对你有所帮助!如果你有任何进一步的问题或需要更详细的解释,请随时告诉我。
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
15. 统计动画系统性能
手动统计动画更新时间
你可以在动画系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AnimationSystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟动画更新
std::this_thread::sleep_for(std::chrono::milliseconds(4));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Animation update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AnimationSystem animationSystem;
while (true) {
animationSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
16. 统计粒子系统性能
手动统计粒子系统更新时间
你可以在粒子系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ParticleSystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统更新
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Particle system update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ParticleSystem particleSystem;
while (true) {
particleSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
17. 统计UI系统性能
手动统计UI更新和渲染时间
你可以在UI系统更新和渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class UISystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟UI更新
std::this_thread::sleep_for(std::chrono::milliseconds(2));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "UI update took " << duration.count() << " ms" << std::endl;
}
void Render() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟UI渲染
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "UI render took " << duration.count() << " ms" << std::endl;
}
};
int main() {
UISystem uiSystem;
while (true) {
uiSystem.Update();
uiSystem.Render();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
18. 统计资源加载时间(续)
手动统计资源加载时间(续)
你可以在资源加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void LoadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源加载
std::this_thread::sleep_for(std::chrono::milliseconds(50));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.LoadResource("example_texture.png");
resourceManager.LoadResource("example_model.obj");
return 0;
}
19. 统计脚本执行时间
手动统计脚本执行时间
你可以在脚本执行过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ScriptEngine {
public:
void ExecuteScript(const std::string& scriptName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟脚本执行
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Executing script " << scriptName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ScriptEngine scriptEngine;
scriptEngine.ExecuteScript("example_script.lua");
return 0;
}
20. 统计事件系统性能
手动统计事件处理时间
你可以在事件系统处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <functional>
#include <vector>
class EventSystem {
public:
void RegisterEvent(const std::function<void()>& eventHandler) {
eventHandlers.push_back(eventHandler);
}
void ProcessEvents() {
auto start = std::chrono::high_resolution_clock::now();
for (const auto& handler : eventHandlers) {
handler();
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Processing events took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<std::function<void()>> eventHandlers;
};
void ExampleEventHandler() {
// 模拟事件处理
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
int main() {
EventSystem eventSystem;
eventSystem.RegisterEvent(ExampleEventHandler);
eventSystem.RegisterEvent(ExampleEventHandler);
while (true) {
eventSystem.ProcessEvents();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
21. 统计资源卸载时间
手动统计资源卸载时间
你可以在资源卸载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void UnloadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源卸载
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Unloading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.UnloadResource("example_texture.png");
resourceManager.UnloadResource("example_model.obj");
return 0;
}
22. 统计场景切换时间
手动统计场景切换时间
你可以在场景切换过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void SwitchScene(const std::string& sceneName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景切换
std::this_thread::sleep_for(std::chrono::milliseconds(100));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Switching to scene " << sceneName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
sceneManager.SwitchScene("MainMenu");
sceneManager.SwitchScene("Level1");
return 0;
}
23. 统计内存泄漏
使用工具检测内存泄漏
虽然手动检测内存泄漏比较困难,但你可以使用工具来帮助检测内存泄漏。例如,使用Valgrind或Visual Studio的内存分析工具:
#include <iostream>
#include <vector>
void CreateMemoryLeak() {
int* leak = new int[100]; // 内存泄漏
}
int main() {
CreateMemoryLeak();
// 使用工具检测内存泄漏
// Valgrind: valgrind --leak-check=full ./your_program
// Visual Studio: 使用内存分析工具
return 0;
}
24. 统计GPU性能
使用工具检测GPU性能
手动检测GPU性能比较困难,但你可以使用工具来帮助检测GPU性能。例如,使用NVIDIA Nsight或AMD Radeon GPU Profiler:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
void Render() {
// 模拟渲染
glClear(GL_COLOR_BUFFER_BIT);
}
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
while (!glfwWindowShouldClose(window)) {
Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
总结
通过在业务逻辑代码中手动统计各种资源的消耗,你可以更精确地了解每一帧的性能瓶颈。这些数据对于优化游戏性能至关重要。希望这些信息对你有所帮助!如果你有任何进一步的问题或需要更详细的解释,请随时告诉我。
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
25. 统计网络通信时间
手动统计网络通信时间
你可以在网络通信过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <asio.hpp>
class NetworkManager {
public:
void SendData(const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络发送
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Sending data took " << duration.count() << " ms" << std::endl;
}
void ReceiveData() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络接收
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Receiving data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.SendData("Hello, World!");
networkManager.ReceiveData();
return 0;
}
26. 统计文件I/O时间
手动统计文件读写时间
你可以在文件读写过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <fstream>
#include <thread>
class FileManager {
public:
void ReadFile(const std::string& filename) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟文件读取
std::ifstream file(filename);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
file.close();
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Reading file " << filename << " took " << duration.count() << " ms" << std::endl;
}
void WriteFile(const std::string& filename, const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟文件写入
std::ofstream file(filename);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
file << data;
file.close();
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Writing file " << filename << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FileManager fileManager;
fileManager.ReadFile("example.txt");
fileManager.WriteFile("example.txt", "Hello, World!");
return 0;
}
27. 统计路径查找算法性能
手动统计路径查找算法执行时间
你可以在路径查找算法执行过程中手动统计其执行时间。例如,使用A*算法和C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
#include <queue>
#include <cmath>
struct Node {
int x, y;
float cost;
Node* parent;
bool operator>(const Node& other) const {
return cost > other.cost;
}
};
class Pathfinding {
public:
std::vector<Node> FindPath(Node start, Node goal) {
auto start_time = std::chrono::high_resolution_clock::now();
std::priority_queue<Node, std::vector<Node>, std::greater<Node>> openList;
openList.push(start);
while (!openList.empty()) {
Node current = openList.top();
openList.pop();
if (current.x == goal.x && current.y == goal.y) {
auto end_time = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end_time - start_time;
std::cout << "Pathfinding took " << duration.count() << " ms" << std::endl;
return ReconstructPath(current);
}
// 模拟邻居节点处理
for (int i = 0; i < 4; ++i) {
Node neighbor = {current.x + (i % 2), current.y + (i / 2), current.cost + 1, ¤t};
openList.push(neighbor);
}
}
return {};
}
private:
std::vector<Node> ReconstructPath(Node node) {
std::vector<Node> path;
while (node.parent != nullptr) {
path.push_back(node);
node = *node.parent;
}
return path;
}
};
int main() {
Pathfinding pathfinding;
Node start = {0, 0, 0, nullptr};
Node goal = {5, 5, 0, nullptr};
std::vector<Node> path = pathfinding.FindPath(start, goal);
return 0;
}
28. 统计粒子系统内存使用
手动统计粒子系统内存使用
你可以在粒子系统中手动统计内存使用情况。例如,使用C++的std::vector和自定义内存统计:
#include <iostream>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void AddParticle(const Particle& particle) {
particles.push_back(particle);
totalMemoryUsage += sizeof(Particle);
std::cout << "Added particle, total memory usage: " << totalMemoryUsage << " bytes" << std::endl;
}
void RemoveParticle() {
if (!particles.empty()) {
particles.pop_back();
totalMemoryUsage -= sizeof(Particle);
std::cout << "Removed particle, total memory usage: " << totalMemoryUsage << " bytes" << std::endl;
}
}
private:
std::vector<Particle> particles;
size_t totalMemoryUsage = 0;
};
int main() {
ParticleSystem particleSystem;
Particle particle = {0, 0, 0, 1, 1, 1};
particleSystem.AddParticle(particle);
particleSystem.AddParticle(particle);
particleSystem.RemoveParticle();
return 0;
}
29. 统计渲染批次
手动统计渲染批次
你可以在渲染过程中手动统计渲染批次。例如,使用OpenGL和C++:
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
class Renderer {
public:
void Render() {
batchCount = 0;
// 模拟渲染批次
RenderBatch();
RenderBatch();
std::cout << "Total render batches: " << batchCount << std::endl;
}
private:
void RenderBatch() {
// 模拟渲染
glClear(GL_COLOR_BUFFER_BIT);
batchCount++;
}
int batchCount = 0;
};
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
Renderer renderer;
while (!glfwWindowShouldClose(window)) {
renderer.Render();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
30. 统计帧率
手动统计帧率
你可以在主循环中手动统计帧率。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameRateCounter {
public:
void StartFrame() {
frameStartTime = std::chrono::high_resolution_clock::now();
}
void EndFrame() {
auto frameEndTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> frameDuration = frameEndTime - frameStartTime;
frameTimes.push_back(frameDuration.count());
if (frameTimes.size() > maxFrameSamples) {
frameTimes.erase(frameTimes.begin());
}
double totalFrameTime = 0;
for (double time : frameTimes) {
totalFrameTime += time;
}
double averageFrameTime = totalFrameTime / frameTimes.size();
double fps = 1.0 / averageFrameTime;
std::cout << "FPS: " << fps << std::endl;
}
private:
std::chrono::high_resolution_clock::time_point frameStartTime;
std::vector<double> frameTimes;
const size_t maxFrameSamples = 100;
};
int main() {
FrameRateCounter frameRateCounter;
while (true) {
frameRateCounter.StartFrame();
// 模拟帧渲染
std::this_thread::sleep_for(std::chrono::milliseconds(16));
frameRateCounter.EndFrame();
}
return 0;
}
总结
通过在业务逻辑代码中手动统计各种资源的消耗,你可以更精确地了解每一帧的性能瓶颈。这些数据对于优化游戏性能至关重要。希望这些信息对你有所帮助!如果你有任何进一步的问题或需要更详细的解释,请随时告诉我。
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
31. 统计物理引擎性能
手动统计物理引擎更新时间
你可以在物理引擎更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PhysicsEngine {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理引擎更新
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Physics update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsEngine physicsEngine;
while (true) {
physicsEngine.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
32. 统计AI系统性能
手动统计AI系统更新时间
你可以在AI系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AISystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟AI系统更新
std::this_thread::sleep_for(std::chrono::milliseconds(7));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "AI update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AISystem aiSystem;
while (true) {
aiSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
33. 统计音频系统性能
手动统计音频系统更新时间
你可以在音频系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioSystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频系统更新
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Audio update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioSystem audioSystem;
while (true) {
audioSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
34. 统计输入系统性能
手动统计输入系统处理时间
你可以在输入系统处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class InputSystem {
public:
void ProcessInput() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟输入处理
std::this_thread::sleep_for(std::chrono::milliseconds(1));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Input processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
InputSystem inputSystem;
while (true) {
inputSystem.ProcessInput();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
35. 统计内存分配和释放时间
手动统计内存分配和释放时间
你可以在内存分配和释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
class MemoryManager {
public:
void AllocateMemory(size_t size) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟内存分配
char* memory = new char[size];
allocatedMemory.push_back(memory);
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Memory allocation of " << size << " bytes took " << duration.count() << " ms" << std::endl;
}
void FreeMemory() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟内存释放
for (char* memory : allocatedMemory) {
delete[] memory;
}
allocatedMemory.clear();
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Memory deallocation took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<char*> allocatedMemory;
};
int main() {
MemoryManager memoryManager;
memoryManager.AllocateMemory(1024 * 1024); // 1 MB
memoryManager.AllocateMemory(1024 * 1024); // 1 MB
memoryManager.FreeMemory();
return 0;
}
36. 统计纹理绑定时间
手动统计纹理绑定时间
你可以在纹理绑定过程中手动统计其执行时间。例如,使用OpenGL和C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
class TextureManager {
public:
void BindTexture(GLuint textureID) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟纹理绑定
glBindTexture(GL_TEXTURE_2D, textureID);
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Binding texture " << textureID << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
TextureManager textureManager;
GLuint textureID = 1; // 假设纹理ID为1
while (!glfwWindowShouldClose(window)) {
textureManager.BindTexture(textureID);
// 模拟帧渲染
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
37. 统计着色器编译时间
手动统计着色器编译时间
你可以在着色器编译过程中手动统计其执行时间。例如,使用OpenGL和C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
class ShaderManager {
public:
GLuint CompileShader(const char* source, GLenum shaderType) {
auto start = std::chrono::high_resolution_clock::now();
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cerr << "Shader compilation failed: " << infoLog << std::endl;
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Shader compilation took " << duration.count() << " ms" << std::endl;
return shader;
}
};
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
ShaderManager shaderManager;
const char* vertexShaderSource = "#version 330 core\nlayout (location = 0) in vec3 aPos;\nvoid main() {\ngl_Position = vec4(aPos, 1.0);\n}";
shaderManager.CompileShader(vertexShaderSource, GL_VERTEX_SHADER);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
38. 统计帧间隔时间
手动统计帧间隔时间
你可以在主循环中手动统计帧间隔时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameIntervalCounter {
public:
void StartFrame() {
auto now = std::chrono::high_resolution_clock::now();
if (lastFrameTime.time_since_epoch().count() != 0) {
std::chrono::duration<double> frameInterval = now - lastFrameTime;
std::cout << "Frame interval: " << frameInterval.count() << " seconds" << std::endl;
}
lastFrameTime = now;
}
private:
std::chrono::high_resolution_clock::time_point lastFrameTime;
};
int main() {
FrameIntervalCounter frameIntervalCounter;
while (true) {
frameIntervalCounter.StartFrame();
// 模拟帧渲染
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
39. 统计对象池性能(续)
手动统计对象池分配和释放时间(续)
你可以在对象池分配和释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
class Object {
public:
int data;
};
class ObjectPool {
public:
Object* Allocate() {
auto start = std::chrono::high_resolution_clock::now();
Object* obj;
if (!pool.empty()) {
obj = pool.back();
pool.pop_back();
} else {
obj = new Object();
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Object allocation took " << duration.count() << " ms" << std::endl;
return obj;
}
void Deallocate(Object* obj) {
auto start = std::chrono::high_resolution_clock::now();
pool.push_back(obj);
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Object deallocation took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Object*> pool;
};
int main() {
ObjectPool objectPool;
Object* obj1 = objectPool.Allocate();
Object* obj2 = objectPool.Allocate();
objectPool.Deallocate(obj1);
objectPool.Deallocate(obj2);
return 0;
}
40. 统计动画系统性能
手动统计动画系统更新时间
你可以在动画系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AnimationSystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟动画系统更新
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Animation update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AnimationSystem animationSystem;
while (true) {
animationSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
41. 统计UI系统性能
手动统计UI系统更新时间
你可以在UI系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class UISystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟UI系统更新
std::this_thread::sleep_for(std::chrono::milliseconds(4));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "UI update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
UISystem uiSystem;
while (true) {
uiSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
42. 统计路径查找算法性能(续)
手动统计路径查找算法执行时间(续)
你可以在路径查找算法执行过程中手动统计其执行时间。例如,使用A*算法和C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
#include <queue>
#include <cmath>
struct Node {
int x, y;
float cost;
Node* parent;
bool operator>(const Node& other) const {
return cost > other.cost;
}
};
class Pathfinding {
public:
std::vector<Node> FindPath(Node start, Node goal) {
auto start_time = std::chrono::high_resolution_clock::now();
std::priority_queue<Node, std::vector<Node>, std::greater<Node>> openList;
openList.push(start);
while (!openList.empty()) {
Node current = openList.top();
openList.pop();
if (current.x == goal.x && current.y == goal.y) {
auto end_time = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end_time - start_time;
std::cout << "Pathfinding took " << duration.count() << " ms" << std::endl;
return ReconstructPath(current);
}
// 模拟邻居节点处理
for (int i = 0; i < 4; ++i) {
Node neighbor = {current.x + (i % 2), current.y + (i / 2), current.cost + 1, ¤t};
openList.push(neighbor);
}
}
return {};
}
private:
std::vector<Node> ReconstructPath(Node node) {
std::vector<Node> path;
while (node.parent != nullptr) {
path.push_back(node);
node = *node.parent;
}
return path;
}
};
int main() {
Pathfinding pathfinding;
Node start = {0, 0, 0, nullptr};
Node goal = {5, 5, 0, nullptr};
std::vector<Node> path = pathfinding.FindPath(start, goal);
return 0;
}
43. 统计粒子系统性能
手动统计粒子系统更新时间
你可以在粒子系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
#include <thread>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统更新
for (auto& particle : particles) {
particle.x += particle.vx;
particle.y += particle.vy;
particle.z += particle.vz;
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Particle system update took " << duration.count() << " ms" << std::endl;
}
void AddParticle(const Particle& particle) {
particles.push_back(particle);
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
Particle particle = {0, 0, 0, 1, 1, 1};
particleSystem.AddParticle(particle);
particleSystem.AddParticle(particle);
while (true) {
particleSystem.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
44. 统计渲染状态切换时间
手动统计渲染状态切换时间
你可以在渲染状态切换过程中手动统计其执行时间。例如,使用OpenGL和C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
class Renderer {
public:
void ChangeRenderState() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟渲染状态切换
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Render state change took " << duration.count() << " ms" << std::endl;
}
};
int main() {
if (!glfwInit()) {
return -1;
}
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewInit();
Renderer renderer;
while (!glfwWindowShouldClose(window)) {
renderer.ChangeRenderState();
// 模拟帧渲染
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
45. 统计光照计算时间
手动统计光照计算时间
你可以在光照计算过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class LightingSystem {
public:
void CalculateLighting() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟光照计算
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Lighting calculation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
LightingSystem lightingSystem;
while (true) {
lightingSystem.CalculateLighting();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
46. 统计阴影计算时间
手动统计阴影计算时间
你可以在阴影计算过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ShadowSystem {
public:
void CalculateShadows() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟阴影计算
std::this_thread::sleep_for(std::chrono::milliseconds(7));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Shadow calculation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ShadowSystem shadowSystem;
while (true) {
shadowSystem.CalculateShadows();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
47. 统计碰撞检测时间
手动统计碰撞检测时间
你可以在碰撞检测过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
#include <thread>
class Collider {
public:
float x, y, z;
float radius;
};
class CollisionSystem {
public:
void DetectCollisions() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟碰撞检测
for (size_t i = 0; i < colliders.size(); ++i) {
for (size_t j = i + 1; j < colliders.size(); ++j) {
if (CheckCollision(colliders[i], colliders[j])) {
// 处理碰撞
}
}
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Collision detection took " << duration.count() << " ms" << std::endl;
}
void AddCollider(const Collider& collider) {
colliders.push_back(collider);
}
private:
bool CheckCollision(const Collider& a, const Collider& b) {
float dx = a.x - b.x;
float dy = a.y - b.y;
float dz = a.z - b.z;
float distance = std::sqrt(dx * dx + dy * dy + dz * dz);
return distance < (a.radius + b.radius);
}
std::vector<Collider> colliders;
};
int main() {
CollisionSystem collisionSystem;
Collider collider1 = {0, 0, 0, 1};
Collider collider2 = {1, 1, 1, 1};
collisionSystem.AddCollider(collider1);
collisionSystem.AddCollider(collider2);
while (true) {
collisionSystem.DetectCollisions();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
48. 统计网络通信时间
手动统计网络通信时间
你可以在网络通信过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkSystem {
public:
void SendData() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络数据发送
std::this_thread::sleep_for(std::chrono::milliseconds(2));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Network data send took " << duration.count() << " ms" << std::endl;
}
void ReceiveData() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络数据接收
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Network data receive took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkSystem networkSystem;
while (true) {
networkSystem.SendData();
networkSystem.ReceiveData();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
49. 统计资源加载时间
手动统计资源加载时间
你可以在资源加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void LoadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源加载
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.LoadResource("texture.png");
resourceManager.LoadResource("model.obj");
return 0;
}
50. 统计脚本执行时间
手动统计脚本执行时间
你可以在脚本执行过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ScriptSystem {
public:
void ExecuteScript(const std::string& scriptName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟脚本执行
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Executing script " << scriptName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ScriptSystem scriptSystem;
scriptSystem.ExecuteScript("init.lua");
scriptSystem.ExecuteScript("update.lua");
return 0;
}
51. 统计事件处理时间
手动统计事件处理时间
你可以在事件处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
#include <functional>
class EventSystem {
public:
void RegisterEvent(const std::function<void()>& eventHandler) {
eventHandlers.push_back(eventHandler);
}
void ProcessEvents() {
auto start = std::chrono::high_resolution_clock::now();
for (const auto& handler : eventHandlers) {
handler();
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Event processing took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<std::function<void()>> eventHandlers;
};
int main() {
EventSystem eventSystem;
eventSystem.RegisterEvent([]() {
std::this_thread::sleep_for(std::chrono::milliseconds(2));
});
eventSystem.RegisterEvent([]() {
std::this_thread::sleep_for(std::chrono::milliseconds(3));
});
while (true) {
eventSystem.ProcessEvents();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
52. 统计路径规划时间
手动统计路径规划时间
你可以在路径规划过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PathPlanner {
public:
void PlanPath() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟路径规划
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Path planning took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PathPlanner pathPlanner;
while (true) {
pathPlanner.PlanPath();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
53. 统计粒子生成时间
手动统计粒子生成时间
你可以在粒子生成过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <vector>
#include <thread>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void GenerateParticles(int count) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子生成
for (int i = 0; i < count; ++i) {
Particle particle = {0, 0, 0, 1, 1, 1};
particles.push_back(particle);
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Generating " << count << " particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
while (true) {
particleSystem.GenerateParticles(100);
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
54. 统计纹理加载时间
手动统计纹理加载时间
你可以在纹理加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class TextureManager {
public:
void LoadTexture(const std::string& textureName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟纹理加载
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading texture " << textureName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
TextureManager textureManager;
textureManager.LoadTexture("diffuse.png");
textureManager.LoadTexture("normal.png");
return 0;
}
55. 统计音频处理时间
手动统计音频处理时间
你可以在音频处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioSystem {
public:
void ProcessAudio() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频处理
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Audio processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioSystem audioSystem;
while (true) {
audioSystem.ProcessAudio();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
56. 统计物理模拟时间
手动统计物理模拟时间
你可以在物理模拟过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PhysicsSystem {
public:
void SimulatePhysics() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理计算
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Physics simulation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsSystem physicsSystem;
while (true) {
physicsSystem.SimulatePhysics();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
57. 统计AI决策时间
手动统计AI决策时间
你可以在AI决策过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AISystem {
public:
void MakeDecision() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟AI决策
std::this_thread::sleep_for(std::chrono::milliseconds(7));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "AI decision making took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AISystem aiSystem;
while (true) {
aiSystem.MakeDecision();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
58. 统计输入处理时间
手动统计输入处理时间
你可以在输入处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class InputSystem {
public:
void ProcessInput() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟输入处理
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Input processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
InputSystem inputSystem;
while (true) {
inputSystem.ProcessInput();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
59. 统计动画更新时间
手动统计动画更新时间
你可以在动画更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AnimationSystem {
public:
void UpdateAnimations() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟动画更新
std::this_thread::sleep_for(std::chrono::milliseconds(4));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Animation update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AnimationSystem animationSystem;
while (true) {
animationSystem.UpdateAnimations();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
60. 统计UI更新时间
手动统计UI更新时间
你可以在UI更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class UISystem {
public:
void UpdateUI() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟UI更新
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "UI update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
UISystem uiSystem;
while (true) {
uiSystem.UpdateUI();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
61. 统计场景管理时间
手动统计场景管理时间
你可以在场景管理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void ManageScene() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景管理
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Scene management took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
while (true) {
sceneManager.ManageScene();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
62. 统计粒子渲染时间
手动统计粒子渲染时间
你可以在粒子渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ParticleRenderer {
public:
void RenderParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子渲染
std::this_thread::sleep_for(std::chrono::milliseconds(7));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Particle rendering took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ParticleRenderer particleRenderer;
while (true) {
particleRenderer.RenderParticles();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
63. 统计后处理效果时间
手动统计后处理效果时间
你可以在后处理效果过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PostProcessing {
public:
void ApplyEffects() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟后处理效果
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Post-processing effects took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PostProcessing postProcessing;
while (true) {
postProcessing.ApplyEffects();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
64. 统计粒子系统渲染时间
手动统计粒子系统渲染时间
你可以在粒子系统渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ParticleSystemRenderer {
public:
void Render() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统渲染
std::this_thread::sleep_for(std::chrono::milliseconds(9));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Particle system rendering took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ParticleSystemRenderer particleSystemRenderer;
while (true) {
particleSystemRenderer.Render();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
65. 统计物理引擎更新时间
手动统计物理引擎更新时间
你可以在物理引擎更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PhysicsEngine {
public:
void Update() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理引擎更新
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Physics engine update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsEngine physicsEngine;
while (true) {
physicsEngine.Update();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
66. 统计场景切换时间
手动统计场景切换时间
你可以在场景切换过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void SwitchScene(const std::string& sceneName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景切换
std::this_thread::sleep_for(std::chrono::milliseconds(15));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Switching to scene " << sceneName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
sceneManager.SwitchScene("MainMenu");
sceneManager.SwitchScene("Level1");
return 0;
}
67. 统计资源卸载时间
手动统计资源卸载时间
你可以在资源卸载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void UnloadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源卸载
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Unloading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.UnloadResource("texture.png");
resourceManager.UnloadResource("model.obj");
return 0;
}
68. 统计音频加载时间
手动统计音频加载时间
你可以在音频加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void LoadAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频加载
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.LoadAudio("background_music.mp3");
audioManager.LoadAudio("effect_sound.wav");
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
69. 统计音频卸载时间
手动统计音频卸载时间
你可以在音频卸载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void UnloadAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频卸载
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Unloading audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.UnloadAudio("background_music.mp3");
audioManager.UnloadAudio("effect_sound.wav");
return 0;
}
70. 统计光照计算时间
手动统计光照计算时间
你可以在光照计算过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class LightingSystem {
public:
void CalculateLighting() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟光照计算
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Lighting calculation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
LightingSystem lightingSystem;
while (true) {
lightingSystem.CalculateLighting();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
71. 统计阴影渲染时间
手动统计阴影渲染时间
你可以在阴影渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ShadowRenderer {
public:
void RenderShadows() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟阴影渲染
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Shadow rendering took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ShadowRenderer shadowRenderer;
while (true) {
shadowRenderer.RenderShadows();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
72. 统计粒子系统更新时间
手动统计粒子系统更新时间
你可以在粒子系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void UpdateParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统更新
for (auto& particle : particles) {
particle.x += particle.vx;
particle.y += particle.vy;
particle.z += particle.vz;
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Particle system update took " << duration.count() << " ms" << std::endl;
}
void AddParticle(const Particle& particle) {
particles.push_back(particle);
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
Particle particle = {0, 0, 0, 1, 1, 1};
particleSystem.AddParticle(particle);
while (true) {
particleSystem.UpdateParticles();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
73. 统计路径查找时间
手动统计路径查找时间
你可以在路径查找过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class PathFinder {
public:
void FindPath() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟路径查找
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Path finding took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PathFinder pathFinder;
while (true) {
pathFinder.FindPath();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
74. 统计粒子系统生成时间
手动统计粒子系统生成时间
你可以在粒子系统生成过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void GenerateParticles(int count) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统生成
for (int i = 0; i < count; ++i) {
Particle particle = {0, 0, 0, 1, 1, 1};
particles.push_back(particle);
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Generating " << count << " particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
while (true) {
particleSystem.GenerateParticles(100);
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
75. 统计纹理卸载时间
手动统计纹理卸载时间
你可以在纹理卸载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class TextureManager {
public:
void UnloadTexture(const std::string& textureName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟纹理卸载
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Unloading texture " << textureName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
TextureManager textureManager;
textureManager.UnloadTexture("diffuse.png");
textureManager.UnloadTexture("normal.png");
return 0;
}
76. 统计网络通信时间
手动统计网络通信时间
你可以在网络通信过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void SendData(const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络通信
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Sending data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.SendData("Hello, World!");
return 0;
}
77. 统计脚本执行时间
手动统计脚本执行时间
你可以在脚本执行过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ScriptManager {
public:
void ExecuteScript(const std::string& scriptName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟脚本执行
std::this_thread::sleep_for(std::chrono::milliseconds(15));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Executing script " << scriptName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ScriptManager scriptManager;
scriptManager.ExecuteScript("init.lua");
scriptManager.ExecuteScript("update.lua");
return 0;
}
78. 统计粒子系统销毁时间
手动统计粒子系统销毁时间
你可以在粒子系统销毁过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void DestroyParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统销毁
particles.clear();
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Destroying particles took " << duration.count() << " ms" << std::endl;
}
void AddParticle(const Particle& particle) {
particles.push_back(particle);
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
Particle particle = {0, 0, 0, 1, 1, 1};
particleSystem.AddParticle(particle);
while (true) {
particleSystem.DestroyParticles();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
79. 统计资源加载时间
手动统计资源加载时间
你可以在资源加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void LoadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源加载
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.LoadResource("texture.png");
resourceManager.LoadResource("model.obj");
return 0;
}
80. 统计资源初始化时间
手动统计资源初始化时间
你可以在资源初始化过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void InitializeResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源初始化
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Initializing resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.InitializeResource("texture.png");
resourceManager.InitializeResource("model.obj");
return 0;
}
81. 统计资源释放时间
手动统计资源释放时间
你可以在资源释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void ReleaseResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源释放
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.ReleaseResource("texture.png");
resourceManager.ReleaseResource("model.obj");
return 0;
}
82. 统计场景加载时间
手动统计场景加载时间
你可以在场景加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void LoadScene(const std::string& sceneName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景加载
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading scene " << sceneName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
sceneManager.LoadScene("MainMenu");
sceneManager.LoadScene("Level1");
return 0;
}
83. 统计场景卸载时间
手动统计场景卸载时间
你可以在场景卸载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void UnloadScene(const std::string& sceneName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景卸载
std::this_thread::sleep_for(std::chrono::milliseconds(15));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Unloading scene " << sceneName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
sceneManager.UnloadScene("MainMenu");
sceneManager.UnloadScene("Level1");
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
84. 统计粒子系统初始化时间
手动统计粒子系统初始化时间
你可以在粒子系统初始化过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void InitializeParticles(int count) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统初始化
for (int i = 0; i < count; ++i) {
Particle particle = {0, 0, 0, 1, 1, 1};
particles.push_back(particle);
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Initializing " << count << " particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
particleSystem.InitializeParticles(100);
return 0;
}
85. 统计粒子系统释放时间
手动统计粒子系统释放时间
你可以在粒子系统释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void ReleaseParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统释放
particles.clear();
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
particleSystem.ReleaseParticles();
return 0;
}
86. 统计AI决策时间
手动统计AI决策时间
你可以在AI决策过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AIManager {
public:
void MakeDecision() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟AI决策
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "AI decision making took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AIManager aiManager;
while (true) {
aiManager.MakeDecision();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
87. 统计物理碰撞检测时间
手动统计物理碰撞检测时间
你可以在物理碰撞检测过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class PhysicsEngine {
public:
void DetectCollisions() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理碰撞检测
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Collision detection took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsEngine physicsEngine;
while (true) {
physicsEngine.DetectCollisions();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
88. 统计物理模拟时间
手动统计物理模拟时间
你可以在物理模拟过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class PhysicsEngine {
public:
void SimulatePhysics() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理模拟
std::this_thread::sleep_for(std::chrono::milliseconds(15));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Physics simulation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsEngine physicsEngine;
while (true) {
physicsEngine.SimulatePhysics();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
89. 统计动画更新时间
手动统计动画更新时间
你可以在动画更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class AnimationSystem {
public:
void UpdateAnimations() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟动画更新
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Animation update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AnimationSystem animationSystem;
while (true) {
animationSystem.UpdateAnimations();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
90. 统计UI渲染时间
手动统计UI渲染时间
你可以在UI渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class UISystem {
public:
void RenderUI() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟UI渲染
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "UI rendering took " << duration.count() << " ms" << std::endl;
}
};
int main() {
UISystem uiSystem;
while (true) {
uiSystem.RenderUI();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
91. 统计输入处理时间
手动统计输入处理时间
你可以在输入处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class InputManager {
public:
void ProcessInput() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟输入处理
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Input processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
InputManager inputManager;
while (true) {
inputManager.ProcessInput();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
92. 统计音频播放时间
手动统计音频播放时间
你可以在音频播放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void PlayAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频播放
std::this_thread::sleep_for(std::chrono::milliseconds(7));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Playing audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.PlayAudio("background_music.mp3");
audioManager.PlayAudio("effect_sound.wav");
return 0;
}
93. 统计音频停止时间
手动统计音频停止时间
你可以在音频停止过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void StopAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频停止
std::this_thread::sleep_for(std::chrono::milliseconds(4));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Stopping audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.StopAudio("background_music.mp3");
audioManager.StopAudio("effect_sound.wav");
return 0;
}
94. 统计音频加载时间
手动统计音频加载时间
你可以在音频加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void LoadAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频加载
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.LoadAudio("background_music.mp3");
audioManager.LoadAudio("effect_sound.wav");
return 0;
}
95. 统计音频初始化时间
手动统计音频初始化时间
你可以在音频初始化过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void InitializeAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频初始化
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Initializing audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.InitializeAudio("background_music.mp3");
audioManager.InitializeAudio("effect_sound.wav");
return 0;
}
96. 统计音频释放时间
手动统计音频释放时间
你可以在音频释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void ReleaseAudio(const std::string& audioName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频释放
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing audio " << audioName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.ReleaseAudio("background_music.mp3");
audioManager.ReleaseAudio("effect_sound.wav");
return 0;
}
97. 统计粒子系统渲染时间
手动统计粒子系统渲染时间
你可以在粒子系统渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void RenderParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统渲染
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Rendering particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
while (true) {
particleSystem.RenderParticles();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
98. 统计粒子系统更新时间
手动统计粒子系统更新时间
你可以在粒子系统更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void UpdateParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统更新
for (auto& particle : particles) {
particle.x += particle.vx;
particle.y += particle.vy;
particle.z += particle.vz;
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Updating particles took " << duration.count() << " ms" << std::endl;
}
void AddParticle(const Particle& particle) {
particles.push_back(particle);
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
Particle particle = {0, 0, 0, 1, 1, 1};
particleSystem.AddParticle(particle);
while (true) {
particleSystem.UpdateParticles();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
99. 统计路径寻路时间
手动统计路径寻路时间
你可以在路径寻路过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Pathfinding {
public:
void FindPath() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟路径寻路
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Pathfinding took " << duration.count() << " ms" << std::endl;
}
};
int main() {
Pathfinding pathfinding;
while (true) {
pathfinding.FindPath();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
100. 统计光照计算时间
手动统计光照计算时间
你可以在光照计算过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class LightingSystem {
public:
void CalculateLighting() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟光照计算
std::this_thread::sleep_for(std::chrono::milliseconds(18));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Lighting calculation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
LightingSystem lightingSystem;
while (true) {
lightingSystem.CalculateLighting();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
101. 统计阴影渲染时间
手动统计阴影渲染时间
你可以在阴影渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ShadowSystem {
public:
void RenderShadows() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟阴影渲染
std::this_thread::sleep_for(std::chrono::milliseconds(22));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Shadow rendering took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ShadowSystem shadowSystem;
while (true) {
shadowSystem.RenderShadows();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
102. 统计后处理效果时间
手动统计后处理效果时间
你可以在后处理效果过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PostProcessing {
public:
void ApplyEffects() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟后处理效果
std::this_thread::sleep_for(std::chrono::milliseconds(25));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Post-processing effects took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PostProcessing postProcessing;
while (true) {
postProcessing.ApplyEffects();
// 模拟帧率控制
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
return 0;
}
103. 统计粒子系统生成时间
手动统计粒子系统生成时间
你可以在粒子系统生成过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void GenerateParticles(int count) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统生成
for (int i = 0; i < count; ++i) {
Particle particle = {0, 0, 0, 1, 1, 1};
particles.push_back(particle);
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Generating " << count << " particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
particleSystem.GenerateParticles(100);
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
104. 统计粒子系统销毁时间
手动统计粒子系统销毁时间
你可以在粒子系统销毁过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
#include <vector>
class Particle {
public:
float x, y, z;
float vx, vy, vz;
};
class ParticleSystem {
public:
void DestroyParticles() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟粒子系统销毁
particles.clear();
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Destroying particles took " << duration.count() << " ms" << std::endl;
}
private:
std::vector<Particle> particles;
};
int main() {
ParticleSystem particleSystem;
particleSystem.DestroyParticles();
return 0;
}
105. 统计网络数据发送时间
手动统计网络数据发送时间
你可以在网络数据发送过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void SendData(const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络数据发送
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Sending data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.SendData("Hello, World!");
return 0;
}
106. 统计网络数据接收时间
手动统计网络数据接收时间
你可以在网络数据接收过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void ReceiveData() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络数据接收
std::this_thread::sleep_for(std::chrono::milliseconds(7));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Receiving data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.ReceiveData();
return 0;
}
107. 统计网络连接时间
手动统计网络连接时间
你可以在网络连接过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void Connect() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络连接
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Connecting took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.Connect();
return 0;
}
108. 统计网络断开时间
手动统计网络断开时间
你可以在网络断开过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void Disconnect() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络断开
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Disconnecting took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.Disconnect();
return 0;
}
109. 统计资源加载时间
手动统计资源加载时间
你可以在资源加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void LoadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源加载
std::this_thread::sleep_for(std::chrono::milliseconds(15));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.LoadResource("texture.png");
resourceManager.LoadResource("model.obj");
return 0;
}
110. 统计资源释放时间
手动统计资源释放时间
你可以在资源释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void ReleaseResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源释放
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.ReleaseResource("texture.png");
resourceManager.ReleaseResource("model.obj");
return 0;
}
111. 统计场景加载时间
手动统计场景加载时间
你可以在场景加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void LoadScene(const std::string& sceneName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景加载
std::this_thread::sleep_for(std::chrono::milliseconds(50));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading scene " << sceneName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
sceneManager.LoadScene("Level1");
return 0;
}
112. 统计场景卸载时间
手动统计场景卸载时间
你可以在场景卸载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class SceneManager {
public:
void UnloadScene(const std::string& sceneName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟场景卸载
std::this_thread::sleep_for(std::chrono::milliseconds(30));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Unloading scene " << sceneName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
SceneManager sceneManager;
sceneManager.UnloadScene("Level1");
return 0;
}
113. 统计纹理加载时间
手动统计纹理加载时间
你可以在纹理加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class TextureManager {
public:
void LoadTexture(const std::string& textureName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟纹理加载
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading texture " << textureName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
TextureManager textureManager;
textureManager.LoadTexture("diffuse.png");
textureManager.LoadTexture("normal.png");
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
114. 统计纹理释放时间
手动统计纹理释放时间
你可以在纹理释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class TextureManager {
public:
void ReleaseTexture(const std::string& textureName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟纹理释放
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing texture " << textureName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
TextureManager textureManager;
textureManager.ReleaseTexture("diffuse.png");
textureManager.ReleaseTexture("normal.png");
return 0;
}
115. 统计模型加载时间
手动统计模型加载时间
你可以在模型加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ModelManager {
public:
void LoadModel(const std::string& modelName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟模型加载
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading model " << modelName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ModelManager modelManager;
modelManager.LoadModel("character.obj");
modelManager.LoadModel("environment.obj");
return 0;
}
116. 统计模型释放时间
手动统计模型释放时间
你可以在模型释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ModelManager {
public:
void ReleaseModel(const std::string& modelName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟模型释放
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing model " << modelName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ModelManager modelManager;
modelManager.ReleaseModel("character.obj");
modelManager.ReleaseModel("environment.obj");
return 0;
}
117. 统计材质加载时间
手动统计材质加载时间
你可以在材质加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class MaterialManager {
public:
void LoadMaterial(const std::string& materialName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟材质加载
std::this_thread::sleep_for(std::chrono::milliseconds(15));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading material " << materialName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
MaterialManager materialManager;
materialManager.LoadMaterial("metal.mat");
materialManager.LoadMaterial("wood.mat");
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
118. 统计材质释放时间
手动统计材质释放时间
你可以在材质释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class MaterialManager {
public:
void ReleaseMaterial(const std::string& materialName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟材质释放
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing material " << materialName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
MaterialManager materialManager;
materialManager.ReleaseMaterial("metal.mat");
materialManager.ReleaseMaterial("wood.mat");
return 0;
}
119. 统计音效加载时间
手动统计音效加载时间
你可以在音效加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void LoadSound(const std::string& soundName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音效加载
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading sound " << soundName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.LoadSound("explosion.wav");
audioManager.LoadSound("background_music.mp3");
return 0;
}
120. 统计音效释放时间
手动统计音效释放时间
你可以在音效释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void ReleaseSound(const std::string& soundName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音效释放
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing sound " << soundName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.ReleaseSound("explosion.wav");
audioManager.ReleaseSound("background_music.mp3");
return 0;
}
121. 统计动画播放时间
手动统计动画播放时间
你可以在动画播放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AnimationManager {
public:
void PlayAnimation(const std::string& animationName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟动画播放
std::this_thread::sleep_for(std::chrono::milliseconds(30));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Playing animation " << animationName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AnimationManager animationManager;
animationManager.PlayAnimation("run");
animationManager.PlayAnimation("jump");
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
122. 统计动画停止时间
手动统计动画停止时间
你可以在动画停止过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AnimationManager {
public:
void StopAnimation(const std::string& animationName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟动画停止
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Stopping animation " << animationName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AnimationManager animationManager;
animationManager.StopAnimation("run");
animationManager.StopAnimation("jump");
return 0;
}
123. 统计物理引擎更新时间
手动统计物理引擎更新时间
你可以在物理引擎更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class PhysicsEngine {
public:
void Update(float deltaTime) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟物理引擎更新
std::this_thread::sleep_for(std::chrono::milliseconds(16));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Physics engine update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
PhysicsEngine physicsEngine;
physicsEngine.Update(0.016f);
return 0;
}
124. 统计AI逻辑更新时间
手动统计AI逻辑更新时间
你可以在AI逻辑更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AIManager {
public:
void UpdateAI(float deltaTime) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟AI逻辑更新
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "AI update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AIManager aiManager;
aiManager.UpdateAI(0.016f);
return 0;
}
125. 统计UI更新时间
手动统计UI更新时间
你可以在UI更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class UIManager {
public:
void UpdateUI(float deltaTime) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟UI更新
std::this_thread::sleep_for(std::chrono::milliseconds(8));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "UI update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
UIManager uiManager;
uiManager.UpdateUI(0.016f);
return 0;
}
126. 统计音频引擎更新时间
手动统计音频引擎更新时间
你可以在音频引擎更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioEngine {
public:
void Update(float deltaTime) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音频引擎更新
std::this_thread::sleep_for(std::chrono::milliseconds(10));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Audio engine update took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioEngine audioEngine;
audioEngine.Update(0.016f);
return 0;
}
127. 统计输入处理时间
手动统计输入处理时间
你可以在输入处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class InputManager {
public:
void ProcessInput() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟输入处理
std::this_thread::sleep_for(std::chrono::milliseconds(4));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Input processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
InputManager inputManager;
inputManager.ProcessInput();
return 0;
}
128. 统计渲染准备时间
手动统计渲染准备时间
你可以在渲染准备过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class RenderManager {
public:
void PrepareRender() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟渲染准备
std::this_thread::sleep_for(std::chrono::milliseconds(14));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Render preparation took " << duration.count() << " ms" << std::endl;
}
};
int main() {
RenderManager renderManager;
renderManager.PrepareRender();
return 0;
}
129. 统计渲染提交时间
手动统计渲染提交时间
你可以在渲染提交过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class RenderManager {
public:
void SubmitRender() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟渲染提交
std::this_thread::sleep_for(std::chrono::milliseconds(18));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Render submission took " << duration.count() << " ms" << std::endl;
}
};
int main() {
RenderManager renderManager;
renderManager.SubmitRender();
return 0;
}
130. 统计帧同步时间
手动统计帧同步时间
你可以在帧同步过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void SyncFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧同步
std::this_thread::sleep_for(std::chrono::milliseconds(2));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame synchronization took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.SyncFrame();
return 0;
}
131. 统计帧结束时间
手动统计帧结束时间
你可以在帧结束过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void EndFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧结束
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame ending took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.EndFrame();
return 0;
}
132. 统计帧开始时间
手动统计帧开始时间
你可以在帧开始过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void StartFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧开始
std::this_thread::sleep_for(std::chrono::milliseconds(1));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame starting took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.StartFrame();
return 0;
}
133. 统计帧渲染时间
手动统计帧渲染时间
你可以在帧渲染过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class RenderManager {
public:
void RenderFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧渲染
std::this_thread::sleep_for(std::chrono::milliseconds(16));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame rendering took " << duration.count() << " ms" << std::endl;
}
};
int main() {
RenderManager renderManager;
renderManager.RenderFrame();
return 0;
}
134. 统计帧处理时间
手动统计帧处理时间
你可以在帧处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void ProcessFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧处理
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame processing took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.ProcessFrame();
return 0;
}
135. 统计帧清理时间
手动统计帧清理时间
你可以在帧清理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void CleanFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧清理
std::this_thread::sleep_for(std::chrono::milliseconds(4));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame cleaning took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.CleanFrame();
return 0;
}
136. 统计帧提交时间
手动统计帧提交时间
你可以在帧提交过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void SubmitFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧提交
std::this_thread::sleep_for(std::chrono::milliseconds(6));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame submission took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.SubmitFrame();
return 0;
}
137. 统计帧同步时间
手动统计帧同步时间
你可以在帧同步过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void SyncFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧同步
std::this_thread::sleep_for(std::chrono::milliseconds(2));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame synchronization took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.SyncFrame();
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
138. 统计帧结束时间
手动统计帧结束时间
你可以在帧结束过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class FrameManager {
public:
void EndFrame() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟帧结束
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Frame ending took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FrameManager frameManager;
frameManager.EndFrame();
return 0;
}
139. 统计网络通信时间
手动统计网络通信时间
你可以在网络通信过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void SendData(const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络通信
std::this_thread::sleep_for(std::chrono::milliseconds(25));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Sending data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.SendData("Player position update");
return 0;
}
140. 统计资源加载时间
手动统计资源加载时间
你可以在资源加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void LoadResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源加载
std::this_thread::sleep_for(std::chrono::milliseconds(50));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.LoadResource("level1");
return 0;
}
141. 统计资源释放时间
手动统计资源释放时间
你可以在资源释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ResourceManager {
public:
void ReleaseResource(const std::string& resourceName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟资源释放
std::this_thread::sleep_for(std::chrono::milliseconds(20));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing resource " << resourceName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ResourceManager resourceManager;
resourceManager.ReleaseResource("level1");
return 0;
}
142. 统计脚本执行时间
手动统计脚本执行时间
你可以在脚本执行过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ScriptManager {
public:
void ExecuteScript(const std::string& scriptName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟脚本执行
std::this_thread::sleep_for(std::chrono::milliseconds(30));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Executing script " << scriptName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ScriptManager scriptManager;
scriptManager.ExecuteScript("init.lua");
return 0;
}
143. 统计事件处理时间
手动统计事件处理时间
你可以在事件处理过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class EventManager {
public:
void ProcessEvent(const std::string& eventName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟事件处理
std::this_thread::sleep_for(std::chrono::milliseconds(12));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Processing event " << eventName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
EventManager eventManager;
eventManager.ProcessEvent("PlayerJump");
return 0;
}
144. 统计内存分配时间
手动统计内存分配时间
你可以在内存分配过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class MemoryManager {
public:
void AllocateMemory(size_t size) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟内存分配
std::this_thread::sleep_for(std::chrono::milliseconds(5));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Allocating " << size << " bytes of memory took " << duration.count() << " ms" << std::endl;
}
};
int main() {
MemoryManager memoryManager;
memoryManager.AllocateMemory(1024);
return 0;
}
145. 统计内存释放时间
手动统计内存释放时间
你可以在内存释放过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class MemoryManager {
public:
void ReleaseMemory(void* ptr) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟内存释放
std::this_thread::sleep_for(std::chrono::milliseconds(3));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Releasing memory took " << duration.count() << " ms" << std::endl;
}
};
int main() {
MemoryManager memoryManager;
void* ptr = malloc(1024);
memoryManager.ReleaseMemory(ptr);
free(ptr);
return 0;
}
146. 统计文件读取时间
手动统计文件读取时间
你可以在文件读取过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <fstream>
#include <thread>
class FileManager {
public:
void ReadFile(const std::string& fileName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟文件读取
std::this_thread::sleep_for(std::chrono::milliseconds(50));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Reading file " << fileName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FileManager fileManager;
fileManager.ReadFile("data.txt");
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
147. 统计文件写入时间
手动统计文件写入时间
你可以在文件写入过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <fstream>
#include <thread>
class FileManager {
public:
void WriteFile(const std::string& fileName, const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟文件写入
std::this_thread::sleep_for(std::chrono::milliseconds(40));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Writing file " << fileName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
FileManager fileManager;
fileManager.WriteFile("data.txt", "Some data to write");
return 0;
}
148. 统计数据库查询时间
手动统计数据库查询时间
你可以在数据库查询过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class DatabaseManager {
public:
void QueryDatabase(const std::string& query) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟数据库查询
std::this_thread::sleep_for(std::chrono::milliseconds(60));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Querying database with query \"" << query << "\" took " << duration.count() << " ms" << std::endl;
}
};
int main() {
DatabaseManager databaseManager;
databaseManager.QueryDatabase("SELECT * FROM players");
return 0;
}
149. 统计数据库更新时间
手动统计数据库更新时间
你可以在数据库更新过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class DatabaseManager {
public:
void UpdateDatabase(const std::string& update) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟数据库更新
std::this_thread::sleep_for(std::chrono::milliseconds(45));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Updating database with update \"" << update << "\" took " << duration.count() << " ms" << std::endl;
}
};
int main() {
DatabaseManager databaseManager;
databaseManager.UpdateDatabase("UPDATE players SET score = 100 WHERE id = 1");
return 0;
}
150. 统计网络数据接收时间
手动统计网络数据接收时间
你可以在网络数据接收过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void ReceiveData() {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络数据接收
std::this_thread::sleep_for(std::chrono::milliseconds(35));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Receiving data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.ReceiveData();
return 0;
}
好的,继续深入探讨如何通过业务逻辑代码手动统计游戏一帧中消耗的资源。我们将进一步探讨如何统计更多的资源消耗,并提供一些优化建议。
151. 统计网络数据发送时间
手动统计网络数据发送时间
你可以在网络数据发送过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class NetworkManager {
public:
void SendData(const std::string& data) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟网络数据发送
std::this_thread::sleep_for(std::chrono::milliseconds(25));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Sending data took " << duration.count() << " ms" << std::endl;
}
};
int main() {
NetworkManager networkManager;
networkManager.SendData("Player position update");
return 0;
}
152. 统计纹理加载时间
手动统计纹理加载时间
你可以在纹理加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class TextureManager {
public:
void LoadTexture(const std::string& textureName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟纹理加载
std::this_thread::sleep_for(std::chrono::milliseconds(50));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading texture " << textureName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
TextureManager textureManager;
textureManager.LoadTexture("character.png");
return 0;
}
153. 统计模型加载时间
手动统计模型加载时间
你可以在模型加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class ModelManager {
public:
void LoadModel(const std::string& modelName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟模型加载
std::this_thread::sleep_for(std::chrono::milliseconds(100));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading model " << modelName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
ModelManager modelManager;
modelManager.LoadModel("spaceship.obj");
return 0;
}
154. 统计音效加载时间
手动统计音效加载时间
你可以在音效加载过程中手动统计其执行时间。例如,使用C++的std::chrono库:
#include <iostream>
#include <chrono>
#include <thread>
class AudioManager {
public:
void LoadSound(const std::string& soundName) {
auto start = std::chrono::high_resolution_clock::now();
// 模拟音效加载
std::this_thread::sleep_for(std::chrono::milliseconds(30));
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> duration = end - start;
std::cout << "Loading sound " << soundName << " took " << duration.count() << " ms" << std::endl;
}
};
int main() {
AudioManager audioManager;
audioManager.LoadSound("explosion.wav");
return 0;
}
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