The status of ZDoom 2.0.97
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DaniJ
- Posts: 116
- Joined: Sun Jan 30, 2005 12:52 am
Are you abstracting using macros to implement your new floating point math?
From a coders POV it would be nice to have the option of fixed/floating (considering your spending the time to go through and change all this), so that if at some point in the future you/someone else wanted to port Zdoom to compile on say an ARM processor it wouldn't be a royal pain in the ass to convert it back again.
From a coders POV it would be nice to have the option of fixed/floating (considering your spending the time to go through and change all this), so that if at some point in the future you/someone else wanted to port Zdoom to compile on say an ARM processor it wouldn't be a royal pain in the ass to convert it back again.
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Graf Zahl
- Lead GZDoom+Raze Developer

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AgentSpork
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Graf Zahl
- Lead GZDoom+Raze Developer

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Chris
- Posts: 2998
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- Graphics Processor: ATI/AMD with Vulkan/Metal Support
True that. In my experience, on anything semi-modern, changing math-heavy fixed-point (ie, multiplications, divisions, etc) to floating point is generally good. Fixed point is good at having a fixed accuracy, int<->fixed conversions, and areas where bitwise operations help a lot, however (an example of the latter, I had a good, working 2d distance calculation function that didn't use any branching or sqrt's.. not 100% accurate, but close enough for most uses).Graf Zahl wrote:Right. That as well. And since I know VC's optimizer quite well I can say that this does not create optimal code. On the other hand, P_AproxDistance was also a function call and the FixedMul calls, although inlined created some code overhead. ;)
Even so, an on-chip opcode is bound to be better than an external implementation.The last time I checked an sqrt opcode still needed 10 times as much time as a multiplication (but that was some time ago...)
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Tormentor667
- Posts: 13557
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...what is it?!timmie wrote:Maybe just the polymost renderer as it stands now without any texture mapping yet with the flats and walls set to different colors?MartinHowe wrote:What are the screenshots of? I mean they sorta look like very old DoomCAD 3d-preview mode (which was vastly inferior to DB's). Is this a "ZLevelEdit" program or something?
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Tormentor667
- Posts: 13557
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QBasicer
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skadoomer
- Posts: 1026
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A new system to render space. Hopefully this will eliminate the "Fish eye" effect when you try to look too far up or down in a map. If i had to venture a guess on what this would mean, i'd say this would allow for true 360 degrees of mlook like in gl ports. Then again, thats just my own observation basted on the way the shots are constructed.Tormentor667 wrote:...what is it?!timmie wrote:Maybe just the polymost renderer as it stands now without any texture mapping yet with the flats and walls set to different colors?MartinHowe wrote:What are the screenshots of? I mean they sorta look like very old DoomCAD 3d-preview mode (which was vastly inferior to DB's). Is this a "ZLevelEdit" program or something?
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RabidZombie
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Sphagne
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Grubber
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rpeter
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Optimizing for speed is not just the compiler's territory. Ken used precalculated tables for almost everything: power, sqrt, sin, cosin, angles. Some were static tables in the code, the bigger ones were loaded from the grp file. Sure, you won't find many floats in Build, probably none in the Duke's game code, but with a fixed precision float lookup tables can also be created.
I still cannot imagine that those bird-brain piggies could be fitted with an AI that can slow down ZDoom noticably...
I still cannot imagine that those bird-brain piggies could be fitted with an AI that can slow down ZDoom noticably...
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Chris
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