From: "Campbell, Rolf [SKY:1U32:EXCH]" 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: NNTP-Posting-Host: wmerh0tk.ca.nortel.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.72C-CCK-MCD [en] (X11; I; HP-UX B.10.20 9000/785) X-Accept-Language: en 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 (\/)