sdl_runtime_compiler git · main
SDL3 game for running and compiling code at runtime
C++ 72.3% C 26.2%git clone https://git.christianimmanuel.de/sdl-graphics/sdl_runtime_compiler.gitwget https://git.christianimmanuel.de/sdl-graphics/sdl_runtime_compiler/archive/sdl_runtime_compiler.tar.gzbenchmark/bench_collision.cpp raw
#include <benchmark/benchmark.h>
#include <vector>
#include "systems/collision.hpp"
#include "entities/solid_box.hpp"
#include "utils/globals.hpp"
#include "utils/math.hpp"
namespace
Nimbin
{
// How does collision cost scale with the number of objects?
// ──────────────────────────────────────────────────────────────────────────
// Pure math benchmarks — no GameObject, just the algorithm
// ──────────────────────────────────────────────────────────────────────────
static void BM_SweptRayAabb_Hit(benchmark::State& state)
{
Vec3 origin { 0.0, 0.0, 0.0 };
Vec3 dir { 1.0, 0.0, 0.0 };
Vec3 bmin { 0.5, -0.5, -0.5 };
Vec3 bmax { 1.5, 0.5, 0.5 };
for (auto _ : state) {
Collision::SweptResult sw = Collision::swept_RayAabb(origin, dir, bmin, bmax);
benchmark::DoNotOptimize(sw);
}
}
BENCHMARK(BM_SweptRayAabb_Hit);
static void BM_SweptRayAabb_Miss(benchmark::State& state)
{
Vec3 origin { 0.0, 0.0, 0.0 };
Vec3 dir { 1.0, 0.0, 0.0 };
Vec3 bmin { 0.5, 5.0, -0.5 }; // above the ray
Vec3 bmax { 1.5, 6.0, 0.5 };
for (auto _ : state) {
Collision::SweptResult sw = Collision::swept_RayAabb(origin, dir, bmin, bmax);
benchmark::DoNotOptimize(sw);
}
}
BENCHMARK(BM_SweptRayAabb_Miss);
// ──────────────────────────────────────────────────────────────────────────
// GameObject-based — includes the yaw-aware aabb_min/max cost
// ──────────────────────────────────────────────────────────────────────────
static void BM_AabbOverlap_Yawed(benchmark::State& state)
{
// SolidBox is the simplest concrete GameObject.
SolidBox a({0,0,0}, {0.5, 0.5, 0.5});
SolidBox b({0.4, 0.0, 0.0}, {0.5, 0.5, 0.5});
a.yaw = 0.7f; // exercise the yaw-aware AABB path
b.yaw = 1.2f;
for (auto _ : state) {
bool hit = Collision::aabb_Overlap(a, b);
benchmark::DoNotOptimize(hit);
}
}
BENCHMARK(BM_AabbOverlap_Yawed);
static void BM_AabbOverlap_AxisAligned(benchmark::State& state)
{
SolidBox a({0,0,0}, {0.5, 0.5, 0.5});
SolidBox b({0.4, 0.0, 0.0}, {0.5, 0.5, 0.5});
// yaw = 0 by default
for (auto _ : state) {
bool hit = Collision::aabb_Overlap(a, b);
benchmark::DoNotOptimize(hit);
}
}
BENCHMARK(BM_AabbOverlap_AxisAligned);
// ──────────────────────────────────────────────────────────────────────────
// Scaling: how does pair-collision cost grow with N?
// This is the O(N²) loop in PhysicsSystem::update_Objects.
// ──────────────────────────────────────────────────────────────────────────
static void BM_PairwiseOverlap_Scaling(benchmark::State& state)
{
const size_t N = static_cast<size_t>(state.range(0));
// Build N boxes in a grid so most pairs don't overlap.
std::vector<SolidBox> boxes;
boxes.reserve(N);
for (size_t i = 0; i < N; ++i) {
double x = static_cast<double>(i % 10) * 2.0;
double z = static_cast<double>(i / 10) * 2.0;
boxes.emplace_back(Vec3{x, 0.0, z}, Vec3{0.5, 0.5, 0.5});
}
for (auto _ : state) {
int hits = 0;
for (size_t i = 0; i < N; ++i)
for (size_t j = i + 1; j < N; ++j)
if (Collision::aabb_Overlap(boxes[i], boxes[j])) ++hits;
benchmark::DoNotOptimize(hits);
}
state.SetLabel("N=" + std::to_string(N) + " pairs=" + std::to_string(N*(N-1)/2));
}
BENCHMARK(BM_PairwiseOverlap_Scaling)->Arg(10)->Arg(25)->Arg(50)->Arg(100)->Arg(200);
} // namespace Nimbin