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optimization help...

Started by ZomCoder Sep 25, 2000 at 9:54 AM 3 replies 600+ views
Original Post
ZomCoder
ZomCoder
I''m currently developing a raycaster engine in Visual C++. It is fully texture mapped in 640x400x16, but is quite slow. Would anyone be interested in lending a hand in the optimization of this engine, or provide advice? The source is available at: http://www.zomcoder.com/files/RayCaster.zip Please contact me at zomcoder@hotmail.com if you are interested in helping. I believe some higher level optimizations could be achieved, before anything drastic like a fixed point overhaul would be implemented. I''d rather not use fixed point actually; something along the lines of optimized FPU code would be great =) BTW I have a pentium 3 processor and a pentium 1 processor to test it on. -ZomCoder
-Zom
acw83
acw83
I''d suggest you don''t use LaMothe''s Direct X wrapper...
ZomCoder
ZomCoder
All I use the wrapper for is initializing DirectDraw, and locking a DirectDraw surface. After that there is no overhead created by his wrapper. It is easy to see that my texture mapping routines need to be optimized, if you remove the calls to FloorTexture and CeilingTexture, you will find that the speed increases dramatically. I write directly to the locked DirectDraw surfaces in my texture mapping routines.

-ZomCoder
-Zom
justj
justj
I downloaded the source and the exe - the downloaded exe runs fine. I fiddled with the libs enough to get it to compile and link on VC++ 6.0, but when I run it it just blanks the screen and locks up. I haven''t tried to debug it yet - wondered if you had any ideas first.

"It's obvious isn't it Miller? Curiosity killed these cats!"
"It's obvious isn't it Miller? Curiosity killed these cats!"
justj
justj
Uh.. never mind. Just a brief detour into the moronosphere. I forgot to copy over your bitmaps.

"It's obvious isn't it Miller? Curiosity killed these cats!"
"It's obvious isn't it Miller? Curiosity killed these cats!"

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