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Atari coding BBS
Re: dot spheres |
Posted by: earx
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Jan,17.2006-11:18
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you can optimise the 3d rotations by using skipping the perspective (which everybody does). this saves 33% of the time transformation time. furthermore, you can replace the multiply/adds with table lookups. this limits the range to [-128,127] but it's enough for a lame dot ball ;)
if the dot ball is symmetrical you can also optimise for that by using add and sub versions of the look-up.. that's where you can really save cycles..
move.w dm,dx ; dx.w=matrix coef ($UUuu)
move.b dc,dx ; dx.w=$UUVV (matrix coef|coord)
add.b (a0,dx.w),dy ; perform MAC
and if you're really a cheater you can even precalc the entire dotball to a 1 bit plane sprite.. you need to carefully select the rotation period.. you may even use mirroring to double the period.. anyway, this is only done on small dotballs, where you want multiple of them on screen.
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Posted by
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Date
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dot spheres
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jasn
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Jan,17.2006-03:07
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Re: dot spheres
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earx
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Jan,17.2006-11:18
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Re: dot spheres
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Leonard
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Jan,17.2006-14:57
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Re: dot spheres
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jasn
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Jan,20.2006-02:14
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Re: dot spheres
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Leonard
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Jan,20.2006-15:33
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Re: dot spheres
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earx
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Jan,20.2006-16:48
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Re: dot spheres
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jasn
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Jan,21.2006-02:29
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Re: dot spheres
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earx
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Jan,23.2006-10:27
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Re: dot spheres
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jasn
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Jan,22.2006-20:41
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Re: dot spheres
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CiH
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Jan,21.2006-16:12
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What's the anti-troll code? That's your personal code to be able to add comments and messages on the dhs.nu site.
Don't have a code or forgot it? Fix it here.
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