From: "Asbjørn" Newsgroups: comp.os.msdos.djgpp Subject: Re: PLEASE! Help optimize my floorcaster.... Date: Tue, 29 Jul 1997 21:32:39 +0200 Organization: Cyber Science Technologies Lines: 37 Message-ID: <33DE4557.8916F241@hotmail.com> References: <33DB24DC DOT 156 AT effect DOT net DOT au> <19970728 DOT 193359 DOT 7127 DOT 0 DOT fwec AT juno DOT com> Reply-To: lordcrc AT hotmail DOT com NNTP-Posting-Host: nm12-11.ppp.sn.no Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Mark T Logan wrote: > > On Sun, 27 Jul 1997 21:37:16 +1100 Josh McDonald > 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