Mail Archives: djgpp/1997/07/29/21:02:42
Mark T Logan wrote:
>
> On Sun, 27 Jul 1997 21:37:16 +1100 Josh McDonald <os-dev AT effect DOT net DOT au>
> writes:
> >Hi,
> > I have a floorcaster going, with bump-mapping implemented by
> >tiles. It runs at a measley 21fps on my p-133 without bump-mapping,
> >and at 2fps with the bump-mapping implemented...
> >
> > I desperately need this faster, and without assembler :(
> >
> >Does anybody have any ideas, could anybody out there help? I'm not
> >going to use lookup tables for the distance, because it fucks up,
> >and lookup tables for the maximum height a voxel(ish) pixel could
> >be don't speed it up at all......
> >
> >PLEEEEEEEEEEEEEEEEEEEEEEASE!!!!
>
> Well, there's a lot of little things you could do to speed up your code,
> but the one that jumps out at me is all your floating point math. You
> want to use fixed point math. Pentiums do have good floating point
> coprocessors, but I don't know if its fast enough. Anyone care to
> comment? Anyway, I can't explain fixed point math right now, mostly
> because I barely understand it. You can look at the allegro code for
> help, or you can look at almost any game programming book.
the pentium is in some cases faster on floats than ints :) But, if you
have
to do a lot of float->int conversion, you're better off using fixed
point
--
- Asbjørn / Lord Crc
http://home.sn.no/~bheid/
lordcrc AT hotmail DOT com
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