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| From: | "Campbell, Rolf [SKY:1U32:EXCH]" <moscoop AT americasm01 DOT nt DOT com> |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | Re: Allegro and interrupts |
| Date: | Mon, 03 Apr 2000 14:07:28 -0400 |
| Organization: | Nortel Networks |
| Lines: | 22 |
| Message-ID: | <38E8DDE0.58645519@americasm01.nt.com> |
| References: | <Pine DOT LNX DOT 4 DOT 10 DOT 10004021749430 DOT 916-100000 AT darkstar DOT grendel DOT net> |
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| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
Kalum Somaratna aka Grendel wrote: > I must confess that my panic at using FPU insns in game programming comes > from the fact that I learnt game programming in the time when using the > FPU was slooow, and everyone wrote code using sin and cos lookup tables > etc. > > FWIW Even the allegro game programming library comes with a integer based > floating point emulation rountines. > > I certainly agree that speed of FPU rountines vs integer rountines are > norrowing. I once read that on a certain processor the fmul was faster > than the imul... You should see the timings on the Athlon's. FPU stuff is amazingly fast, but even an imul is 1-2 clocks... -- (\/) Rolf Campbell (\/)
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