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Mail Archives: djgpp/1997/05/24/12:48:14

From: quacci AT vera DOT com (jon)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Register Watch
Date: Sat, 24 May 1997 13:18:03 GMT
Organization: Yale University
Lines: 27
Message-ID: <3386e8d5.2268437@news.cis.yale.edu>
References: <3381C00D DOT 1072 AT geocities DOT com>
NNTP-Posting-Host: slip-ppp-node-02.cs.yale.edu
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

On Tue, 20 May 1997 10:15:25 -0500, ShadowRascal
<shadowrascal AT geocities DOT com> wrote:

>Hello,
>
>I am working with a team of 5 others writing our first (over the web)
>game.  The compiler we selected was DJGPP.  Allthough only one of six
>was proficient with DJGPP, the others had to obsorb the new changes. We
>have overcome many of those changes, but help is needed in optimizing
>our inline assembly code.  Is there any way to "watch" the registers???

Way over my head. But remember that DJGPP is actually a GNU port of
GPP/GCC, hence you've got the fantastic depth and legacy of that to
refer to for an answer. 

A start might be gprof. I just started using gprof last week; perhaps
there are options in there to profile precisely the details you are
looking at. It is a very powerful tool.

>Helpful info:
>PC
>Win95
>DJGPP V2.2
>Rhide V1.2b

Good luck- I think you guys made the right choice of
compiler/environment! You guys using a game/graphics lib? 
h phonetic corruption of a short cloth neck ornament.
ng text, sprites, etc, but it wouldn't help much
with the 3d engine. A generic 'draw this polygon' type of function is
never (at least without using accelerator hardware) going to be as fast
as code that has been specialised to the level of the Quake engine. I
haven't seen the Quake source (yes, I know it is available, but not
legally, and although I'm all in favour of releasing sources to anything
and everything, I respect ID's decision not to do so...), but Abrash has
published a lot of detailed descriptions of exactly how it works, and it
isn't exactly simple! It does a lot of clever things with BSP trees and
span buffers to ensure zero overdraw of pixels (except for the monsters,
which are zbuffered), and there's no way that generic code can provide
that level of performance...


--
Shawn Hargreaves - shawn AT talula DOT demon DOT co DOT uk - http://www.talula.demon.co.uk/
Beauty is a French phonetic corruption of a short cloth neck ornament.

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