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evolusim's Issues

convert geometry so it doesn't use objects

TrigPairs are causing a huge amount of garbage collection work and memory thrashing. Pooling them and thus eliminating garbage collection has proven inadequate. We need to keep down the object count itself. We can do this by story geometries as subsequences within a number array and pooling offsets into this array for reuse.

sort charts

The charts in the chart tabs now appear in random order.

disasters

  • meteor impact (all dead within radius of click)
  • disease (random deaths in certain species?)
  • overcast (tune sunlight)
  • others?

try cell-based geometry

We can make geometric calculations happen in something more like linear time by dividing the universe into cells such that each cell knows its neighbor cells within the max distance radius. Each cell can also keep a map from radii to sub-lists of the master neighbor list, such that to find the entities influencing a particular animal we iterate over the proper cell indices given its maximum radius of influence and only lazily generate the geometric information as needed. We might even cache all the calculations relating accessible pairs of pixels, but I'd make that a separate issue.

fix directional bias

The critters seem to prefer to swim northeast or southwest. This is likely due to some bug in the geometry calculation. Should write a unit test for the geometry calculation and then apply it to fix this bias.

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