Is there a way to time code? My A* is too slow.


Hi guys, so I've implemented A* for my hex grid, but it's too slow, as in, it's causing noticeable lag. Note that each run of it isn't terribly slow, but I have to run it across ds_lists that can get up to a hundred entries long (using it as a pathfinding check).

If this were python, I'd throw some timing code on there and see what parts are the slowest. I thought delta time might be useful for this purpose, but it turns out not to be, I don't think, or maybe I'm just using it wrong. (All I do is print the delta time in a few places, all it says is stuff like "33347".)

Does anyone have a clever or generic way to time their code?


Or use something that actually lets you represent time elapsed between two points in your code, like get_timer(), unlike delta_time which gives you the time since the last step finished (which will not change for the entirety of the current step).
var t1 = get_timer();
/// expensive computation
var t2 = get_timer();

var t = (t2 - t1) / 1000000;

show_debug_message("Time: " + string(t));


Awesome suggestions, thanks guys! I'll try both these out.

After trying this out, I think I know the problem. I found that each run only costs like 20 nanoseconds, but that 20 nanosecond loop is being run waaaaay too many times for some reason. Now to figure out why...
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I use a globalvar that switches back and forth based on a timer, it can then be read to define what codes to run but you need to use statements to condition things.


//Create Event
globalvar pworldimageset,pworldimage,pworldimagenow

pworldimage=0 //this is the switch.
pworldimageset=16 //these are the number of steps to occur, this also is used to define the pworldimageclock reset value when it reaches zero.
pworldimagenow=pworldimageset //sets the clock to it's starting value.

if pworldimagenow>0 {pworldimagenow-=1} else pworldimagenow=pworldimageset;
if pworldimage=0 {pworldimage=1} else pworldimage=0}; //This causes the switch to change value