Performance patches
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Performance patches
Hi there,
Just for fun, I've been profiling and patching Wesnoth (1.18 code base). The overall effect is >2x speedup with plenty of future potential. There was no single you-done-goofed hotspot, so I ended up with ~100 small to large-scale changes. Areas touched include
-- Stefan^2.
Just for fun, I've been profiling and patching Wesnoth (1.18 code base). The overall effect is >2x speedup with plenty of future potential. There was no single you-done-goofed hotspot, so I ended up with ~100 small to large-scale changes. Areas touched include
- map drawing logic
- config data structure
- Lua interface (lua_unit & friends)
- Lua memory management
- data/tools/wesnoth/wmltools3.py (about 10x speedup, mostly by improving regex handling)
-- Stefan^2.
Re: Performance patches
Note that it would probably be better to work with 1.19 here (or even better, the latest Git commit) because that is where all development is happening - the 1.18 branch basically only gets bug fixes, so I'm not sure if performance-related changes would be accepted (unless it's fixing a really bad problem).
I'll let actual developers answer that one.
Re: Performance patches
Sure, I'm aware. My prototype changes need to be turned into "proper" code and the PRs would be against HEAD.gnombat wrote: ↑January 15th, 2026, 11:24 amNote that it would probably be better to work with 1.19 here (or even better, the latest Git commit) because that is where all development is happening - the 1.18 branch basically only gets bug fixes, so I'm not sure if performance-related changes would be accepted (unless it's fixing a really bad problem).
Re: Performance patches
Without seeing more details who knows. I suggest starting with something simple and just open a PR.
"If gameplay requires it, they can be made to live on Venus." -- scott