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- Path: hell.team17.com!news
- From: boberg@team17.com (Stefan Boberg)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Date: Tue, 02 Apr 1996 21:20:10 GMT
- Organization: Team 17 Software Ltd.
- Message-ID: <4js275$98s@hell.team17.com>
- References: <DosA8o.17B@info.uucp> <6538.6658T1031T2526@mbox.vol.it> <4jgn4o$l2b@hell.team17.com> <4jk515$q3l@nadine.teleport.com> <4jkdpu$1o6@hell.team17.com> <4joj14$ghj@nadine.teleport.com>
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- sschaem@teleport.com (Stephan Schaem) wrote:
-
- >Stefan Boberg (boberg@team17.com) wrote:
- >: sschaem@teleport.com (Stephan Schaem) wrote:
-
- >: > The part that matter are in ASM...
-
- >: In Quake's case, only the scan-conversion, and some other small
- >: bits. Makes perfect sense.
-
- > I think they should do more then just the scan conversion...
-
- Such as?
-
- > Right now ID is still working on the game, my guess is by the time
- > its released they will have rewriten more C part on the rendering engine
- > in 486 and pentium assembly.
-
- I'm not sure about that. In DOOM, very little was in ASM.
-
- > Something that I recall is that ID said quake was slow on 486 because
- > it uses floating point optimization for the pentium, and told they them
- > would optimize it for the 486. now, was this optimization planeed as a
- > compiler switch? :)
-
- Yes you can do that. You simply use in-line assembly macros for
- fixed-point multiplies / divides etc. I have such a system and it
- works fine. Just change a switch (such as '-DFIXED_MATH') on the
- command line and all code will use fixed-point.
-
- > where those floating point operation done during
- > the scanline rasterization (bad pratice).
-
- It's not bad practice. It's clever - on the Pentium, at least. Can
- you figure out why it's done?
-
- > My guess is that if really
- > float slow down quake on 486 is that otherpart of the engine need to
- > be optimized aside the scan-conversion.
-
- Not really.
-
- > BTW do you see scan-conversion as the scan rendering loop or the
- > full rasterizing routine?
-
- Taking polygon structures (vertices and edges) and turning them into
- pixels.
-
- > Stephan
-
- Not sure what this has to do with the Amiga ...
-
-
- ===============================================================
- Stefan Boberg boberg@team17.com
- "This, like, sucks in ways that we've never seen stuff suck
- before, so it's kinda cool!" - B&B
-
-