Reintroduce apps/arcade and the ten game crates that were ripped out of
the fork (assets, audio, blocks, coedit, gen, net, pkg, render, script,
session), from makepad-internal/dev. Reconcile against the fork's layout:
- makepad-game-sim/math come from the fork's existing libs/sim + sim/math;
the copied internal libs/game/{sim,math} are dropped and the kept game
crates plus arcade point at ../../sim and ../../sim/math.
- arcade AI is rewritten off the removed makepad-ai agent API onto the
makepad-ai-hub headless ChatProvider worker (example/cad pattern):
AiWorker{send,cancel,poll}, ai_worker_loop driving
ClaudeApiChatProvider(ClaudeCli), AiWorkerEvent availability/delta/
done/error mapped into the chat feed and authoring land_edit, with
main.rs send_message/cancel_request/event-drain rebuilt around it.
- the game-script sandbox is adapted to the fork's jailed splash storage:
every isolate gets mod.fs = splash_storage jail; splaes splash_storage
set_root_for_heap is now public so the ScriptHost (or Splash) can grant
a per-game jail root. ENT font: build.rs/dispatch.rs entities fill new
fork sim Entity/Part fields via ..Default::default(); world_raycast now
borrows mutably and returns the material id.
cargo check -p makepad-arcade and the game + arcade test suites pass.
144 lines
4.1 KiB
Rust
144 lines
4.1 KiB
Rust
//! Villager cost + behaviour probe: `cargo run --release --example village`.
|
|
//!
|
|
//! Prints per-tick cost at two crowd sizes and a readable trace of what a
|
|
//! handful of villagers actually did, since behaviour has no other inspection
|
|
//! surface without a screen.
|
|
|
|
use makepad_game_blocks::*;
|
|
use makepad_game_sim::*;
|
|
use makepad_math::*;
|
|
use std::time::Instant;
|
|
|
|
fn ground(world: &mut GameWorld) {
|
|
world.next_id += 1;
|
|
let id = world.next_id;
|
|
world.push_entity(Entity {
|
|
id,
|
|
kind: BodyKind::Static,
|
|
pos: vec3f(0.0, -1.0, 0.0),
|
|
half: vec3f(200.0, 1.0, 200.0),
|
|
collide: true,
|
|
scale: vec3f(1.0, 1.0, 1.0),
|
|
scale_target: vec3f(1.0, 1.0, 1.0),
|
|
density: 1.0,
|
|
friction: 0.6,
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
fn prop(world: &mut GameWorld, pos: Vec3f, half: Vec3f) {
|
|
world.next_id += 1;
|
|
let id = world.next_id;
|
|
world.push_entity(Entity {
|
|
id,
|
|
kind: BodyKind::Static,
|
|
pos,
|
|
half,
|
|
collide: true,
|
|
scale: vec3f(1.0, 1.0, 1.0),
|
|
scale_target: vec3f(1.0, 1.0, 1.0),
|
|
density: 1.0,
|
|
friction: 0.6,
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
fn village(count: usize) -> (GameWorld, Blocks) {
|
|
let mut world = GameWorld::new();
|
|
world.reset_content();
|
|
world.gravity = 30.0;
|
|
ground(&mut world);
|
|
// Some buildings to walk around.
|
|
for i in 0..12 {
|
|
let a = i as f32 * 0.52;
|
|
prop(
|
|
&mut world,
|
|
vec3f(a.cos() * 26.0, 2.0, a.sin() * 26.0),
|
|
vec3f(3.0, 2.0, 3.0),
|
|
);
|
|
}
|
|
let mut blocks = Blocks::new();
|
|
for (x, z, tag) in [
|
|
(10.0, 4.0, "bench"),
|
|
(-12.0, 7.0, "well"),
|
|
(5.0, -15.0, "door"),
|
|
(-8.0, -12.0, "market"),
|
|
(16.0, -6.0, "lamp"),
|
|
(0.0, 18.0, "work"),
|
|
] {
|
|
blocks
|
|
.pois
|
|
.push(Poi::new(vec3f(x, 0.0, z), tag).with_capacity(2));
|
|
}
|
|
for i in 0..count {
|
|
let a = i as f32 * 0.7;
|
|
let r = 6.0 + (i % 7) as f32 * 1.5;
|
|
let pos = vec3f(a.cos() * r, 1.0, a.sin() * r);
|
|
world.next_id += 1;
|
|
let id = world.next_id;
|
|
world.push_entity(Entity {
|
|
id,
|
|
kind: BodyKind::Mover,
|
|
pos,
|
|
half: vec3f(0.4, 0.8, 0.4),
|
|
collide: true,
|
|
scale: vec3f(1.0, 1.0, 1.0),
|
|
scale_target: vec3f(1.0, 1.0, 1.0),
|
|
gravity_scale: 1.0,
|
|
speed_mult: 1.0,
|
|
turn_rate: 9.0,
|
|
auto_face: true,
|
|
density: 1.0,
|
|
..Default::default()
|
|
});
|
|
blocks
|
|
.npcs
|
|
.push(Npc::new(id, NpcConfig::default(), pos, 500 + i as u64));
|
|
}
|
|
(world, blocks)
|
|
}
|
|
|
|
fn bench(count: usize, ticks: usize) {
|
|
let (mut world, mut blocks) = village(count);
|
|
// Warm the caches so the first tick's allocation isn't the headline.
|
|
for _ in 0..60 {
|
|
blocks.pre_step(&mut world);
|
|
step_world(&mut world);
|
|
blocks.post_step(&mut world);
|
|
}
|
|
let t = Instant::now();
|
|
for _ in 0..ticks {
|
|
blocks.pre_step(&mut world);
|
|
step_world(&mut world);
|
|
blocks.post_step(&mut world);
|
|
}
|
|
let per_tick = t.elapsed().as_secs_f64() * 1000.0 / ticks as f64;
|
|
// Isolate the NPC share by running the same world with the blocks phase only.
|
|
let t = Instant::now();
|
|
for _ in 0..ticks {
|
|
blocks.pre_step(&mut world);
|
|
}
|
|
let npc_only = t.elapsed().as_secs_f64() * 1000.0 / ticks as f64;
|
|
println!(
|
|
"{count:>4} npcs: {per_tick:.3} ms/tick full ({npc_only:.3} ms/tick in blocks::pre_step)"
|
|
);
|
|
}
|
|
|
|
fn main() {
|
|
bench(50, 600);
|
|
bench(200, 600);
|
|
|
|
println!("\n--- a few villagers over four minutes ---");
|
|
let (mut world, mut blocks) = village(6);
|
|
for t in 0..60 * 240 {
|
|
blocks.pre_step(&mut world);
|
|
step_world(&mut world);
|
|
blocks.post_step(&mut world);
|
|
if t % (60 * 20) == 0 {
|
|
println!("[t={:>4}s]", t / 60);
|
|
for n in blocks.npcs.iter().take(3) {
|
|
println!(" {}", n.trace(&world));
|
|
}
|
|
}
|
|
}
|
|
}
|