Timeline for Most efficient way to convert Vector3 to Vector2
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Mar 10, 2018 at 14:52 | answer | added | Vimutti Roatkanjanaporn | timeline score: 1 | |
Aug 25, 2016 at 5:34 | history | edited | starikcetin | CC BY-SA 3.0 |
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Jan 2, 2016 at 22:07 | vote | accept | starikcetin | ||
Jan 2, 2016 at 22:07 | vote | accept | starikcetin | ||
Jan 2, 2016 at 22:07 | |||||
Jan 2, 2016 at 19:11 | history | tweeted | twitter.com/StackGameDev/status/683365011230732288 | ||
Jan 2, 2016 at 15:36 | comment | added | DMGregory♦ | @PieterGeerkens Fair, but if OP were already doing performance analysis, they'd have already tried both ways and would have numbers on both. ;) From watching the trajectory of a number of new Unity users (including myself), I'm pretty confident that in this case it's micro-optimization, so I wanted to make a strong (if possibly overstated) warning against it. That way lies weeks or months of code tweaks and fretting over optimality in ways that don't make our games any better. | |
Jan 2, 2016 at 15:29 | comment | added | Pieter Geerkens | @DMGregory: Unless, of course, OP has already done a performance analysis and, perhaps due to boxing, actually has this in a nested loop causing a performance problem. Such a nested loop might, for example, be an A-star or Dijkstra implementation. | |
Jan 2, 2016 at 15:00 | comment | added | DMGregory♦ | These types of struct operations are never going to be the performance-determining bottleneck in your game, so rather than getting bogged down in micro-optimizations like this, I'd recommend just using whichever is clearer to understand in the context you're using it. ;) | |
Jan 2, 2016 at 14:36 | answer | added | Pieter Geerkens | timeline score: 6 | |
Jan 2, 2016 at 13:12 | answer | added | Mattias | timeline score: 17 | |
Jan 2, 2016 at 12:58 | history | asked | starikcetin | CC BY-SA 3.0 |