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-
- Hi everybody,
-
- Laurent here.
-
- For the structure break, I'll do tests as soon as the bsp tree and others
- functions are coded. I'll then code the fastest. You're right, I'll keep
- the structure as it is actually, and look after the code for the speedest
- rout.
-
- Now, the .wad loader in assembler :
-
- First, I don't want to code some parts in c and others in assembler, coz I
- think pure assembler can let us optimise the code to its limits.
- Now, I didn't convert the .WAD loaders to speed it, but to fill the different
- structure in an assembler way. I mean, it prepares the hard code. You can be
- confident in my work, I've been coding assembler for a long time now, I've
- coded many routs ( 3d, mapping, plasmas, gouraud shading, starscrolls and so
- on, I've coded two demos...), I know what I do :-) , and I've got experience
- in optimisations for demos, I'll use this experience for bad_mood. I also think
- that I code assembler quite fast now.
-
- A last thing, I know that doom on pc is running with assembler code :-)
-
- For the ARGV stuff, I've done it in less than 10 minutes yesterday, so it
- doesn't take much time to convert.
- This week, I'll start to convert the bsp, and if I've got the time, the
- display routs.
-
- Bye for now,
- Laurent
-
- PS: Thanks for the cleaned code.
-
-
-