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Some features would be much easier to generate if we could view semi-distant terrain ahead of time. For example, entire bridges could generate at one time, fully aware of the terrain which they need t…
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I've been working on improvements to the csv-writer. The changes may require multiple PRs and are as follows:
1. The current implementation formats the CSV (in row chunks) into CPU memory before wr…
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this might give some performance improvement for the game as chunk pushing current calculation (at least used to) take quite a bit of processing time
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### Description
Decoding an array of `QuerySnapshotDocument` using `Firestore.Decoder` is very slow, compared to decoding a similar array using `JSONDecoder`:
```swift
// 50k documents
let doc…
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Hello guys!
Im using this repo for building a Terraria like game.
My map is made by chunk of tiles. Each chunk is 64x64 tiles and have two tilemaps, one for the background and another one with the c…
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Co-authored with @SolitaryThinker @Yard1 @rkooo567
We are landing multi-step scheduling (#7000) to amortize scheduling overhead for better ITL and throughput. Since the first version of multi-step…
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**Epics:** https://github.com/elastic/security-team/issues/1974 (internal), https://github.com/elastic/kibana/issues/174168
## Summary
- The calculation of rule fields diffs in the `/upgrade/_re…
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The library has a very noticeable delay when dealing with RF64 files.
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## Summary
This proposal suggests an optimization for join operations in Vitess by introducing chunking of rows using the `VALUES` statement in MySQL. The goal is to reduce the number of network roun…
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### What's the issue you encountered?
![image](https://github.com/user-attachments/assets/19d0509c-d89a-4c4f-849a-301594a9ab2f)
This is from the spark performance profiler mod for fabric. I'm not …