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Re: F030 Quake project
Posted by: dml Jun,16.2015-22:02 

Hmmm, might be worth a look for the game layer. I'll take a look. There are 2-3 areas that still do intensive float work but most of the rest is low activity (just a lot scattered around - a lot of manual fixage!).

Collision detection really would benefit from a custom DSP solution. Just haven't had the time to try. Not even sure the current code is worth converting as it is - it has some fundamental bugs.


Regardless, I'll remove any remaining FPU from camera & frustum setup since its not needed and will let the rasterizer be used standalone without FPU and no game-side stuff attached.









[All messages in this thread]    [Start new thread]

Topic Posted by  Date 
F030 Quake project dml Jun,16.2015-14:59
  Re: F030 Quake project gwEm/PHF Jun,16.2015-18:07
  Re: F030 Quake project ggn Jun,16.2015-18:13
  Re: F030 Quake project Beetle Jun,16.2015-18:38
    Re: F030 Quake project s_t_s Jun,16.2015-19:33
  Re: F030 Quake project Paranoid / pdx Jun,16.2015-21:02
    Re: F030 Quake project dml Jun,16.2015-21:57
  Re: F030 Quake project PeylOW Jun,16.2015-21:18
    Re: F030 Quake project dml Jun,16.2015-22:02
  Re: F030 Quake project dml Jun,16.2015-21:49
    Re: F030 Quake project Laurent / Thadoss Jun,17.2015-00:33
  Re: F030 Quake project Splash/S1 Jun,17.2015-00:47
    Re: F030 Quake project Ray Jun,22.2015-09:38
      Re: F030 Quake project dml Jun,22.2015-10:22
    Re: F030 Quake project dml Jun,22.2015-10:18


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