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dml wrote:- Undecided on whether to start on speeding up collision, drawing objects or on texturing next. Maybe some very basic work on objects then texturing in that order, leaving collision code until later.
dml wrote:- Code is getting unwieldy, untidy - needs some refactoring, esp. boundary between Atari/PC parts, and also between DSP & non-DSP versions of same stuff.
calimero wrote:I am personally most curious how much texture you will manage to put on screen on 16MHz...![]()
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dml wrote:do you plan separate 060 version?![]()
calimero wrote:I am personally most curious how much texture you will manage to put on screen on 16MHz...![]()
dml wrote:
When I finally get 060+SV set up I might spend time on a version of the engine only for that spec...
dml wrote:The server doesn't need to run on the same 16MHz machine, and the server does all of the collision detection and game object management. The client only needs to draw stuff quickly and handle player input and network packets.
ctirad wrote:Could the FPU code benefit from the FPU clocked to higher speed or the bottleneck is elsewhere?
dml wrote:The server doesn't need to run on the same 16MHz machine, and the server does all of the collision detection and game object management. The client only needs to draw stuff quickly and handle player input and network packets.
EvilFranky wrote:Woohaa!!!![]()
Scarlettkitten wrote:Well done DML this is looking amazing
calimero wrote:original C code textures slowdown everything by 15x times?
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