⚡️ Speed up method FluidSimHeightMap.load by 52%#24
⚡️ Speed up method FluidSimHeightMap.load by 52%#24codeflash-ai[bot] wants to merge 1 commit intomasterfrom
FluidSimHeightMap.load by 52%#24Conversation
The optimization restructures the nested iteration loops to separate interior cells (which always have 4 neighbors) from edge cells (which have 2–3 neighbors), eliminating ~400k conditional `if (neighbors != 4)` checks and the associated `neighborsValue *= 4 / neighbors` multiplications that the profiler showed consuming 0.4% of original runtime. Interior cells now execute a tight loop with no branching—just direct array accesses and coefficient multiplication—while edges are handled once per iteration in a dedicated `handleEdges()` method. The initialization loop was flattened from nested `for (i)` / `for (j)` to a single `for (i < size*size)` with precomputed range, and the final copy replaced an explicit loop with `System.arraycopy`. Line profiler confirms the interior loop per-iteration cost dropped from ~80 ns to ~70 ns, and total runtime improved 52% (597 µs → 392 µs) despite the edge-handling overhead being negligible at 2.8% of optimized time.
Independent JMH Benchmark ReviewWhat this PR doesRestructures
JMH AnalysisWe built a dedicated JMH benchmark ( Why this works:
This is a textbook grid optimization — separate boundary handling from interior processing. Used extensively in fluid simulation, image processing, and game engine terrain systems. JMH results pending — benchmark is currently executing. RecommendationLikely approve — legitimate algorithmic restructuring that eliminates O(n²) unnecessary branches. Will update with JMH numbers. |
JMH Benchmark Results — UPDATEResults (JMH 1.37, Java 21, 3 forks × 5 warmup × 5 measurement)Results:
The branch elimination for interior cells is a real, significant optimization. For a 64×64 grid, the original performs ~16,000 unnecessary boundary checks that the separated loop avoids entirely. Updated RecommendationApprove this PR. JMH confirms a genuine 1.27-1.31x speedup from separating interior/edge processing. This is a well-known grid optimization technique validated by our benchmark. |
📄 52% (0.52x) speedup for
FluidSimHeightMap.loadinjme3-terrain/src/main/java/com/jme3/terrain/heightmap/FluidSimHeightMap.java⏱️ Runtime :
597 microseconds→392 microseconds(best of109runs)📝 Explanation and details
The optimization restructures the nested iteration loops to separate interior cells (which always have 4 neighbors) from edge cells (which have 2–3 neighbors), eliminating ~400k conditional
if (neighbors != 4)checks and the associatedneighborsValue *= 4 / neighborsmultiplications that the profiler showed consuming 0.4% of original runtime. Interior cells now execute a tight loop with no branching—just direct array accesses and coefficient multiplication—while edges are handled once per iteration in a dedicatedhandleEdges()method. The initialization loop was flattened from nestedfor (i)/for (j)to a singlefor (i < size*size)with precomputed range, and the final copy replaced an explicit loop withSystem.arraycopy. Line profiler confirms the interior loop per-iteration cost dropped from ~80 ns to ~70 ns, and total runtime improved 52% (597 µs → 392 µs) despite the edge-handling overhead being negligible at 2.8% of optimized time.✅ Correctness verification report:
🌀 Click to see Generated Regression Tests
To edit these changes
git checkout codeflash/optimize-FluidSimHeightMap.load-mnagy9i9and push.