by ibm5155 » Tue Jul 04, 2017 2:47 pm
nuts has the same problem as my raytracing brute force demo, the problem isn't the render and the monsters being activated, but yes the math behind the code to check if a monster see and hear the player, it's not a 1+1 like math, it plays with sqrt, pow and even other demanding methods where using for 1000 cases is ok, but not for 100000000 cases. (and you can do whatever magic you want to save performance, but at the end you'll end up just saving 1 - 3fps)
I'll just do a guess, but gzdoom may be just faster because of the render overhead that is not done 100% by the cpu
nuts has the same problem as my raytracing brute force demo, the problem isn't the render and the monsters being activated, but yes the math behind the code to check if a monster see and hear the player, it's not a 1+1 like math, it plays with sqrt, pow and even other demanding methods where using for 1000 cases is ok, but not for 100000000 cases. (and you can do whatever magic you want to save performance, but at the end you'll end up just saving 1 - 3fps)
I'll just do a guess, but gzdoom may be just faster because of the render overhead that is not done 100% by the cpu