On 2017-05-17 00:14, nore...@z505.com wrote:
On 2017-05-16 09:10, Jon Foster wrote:

I think the key word in Graeme's complaint is "game". And I'm willing
to bet that most of his envisioned gaming scenarios deal with a lot of
floating point math and the more advanced math functions. A quick
glance over his example code and I'm willing to bet that the "math"
unit providing the sqrt(), cos(), sin() and others is the bottle neck.
But that's just a knee-jerk reaction. Seems to me I read a while back
that a ton of effort had not gone into them.




Could those math routines just be written in assembly with a FastXXX
unit? i.e. FastMM is a fast memory manager, so you could have a
FastCRT, fastWhatever, FastMath...


Upon further inspection it seems fpc already uses internal functions
such as
fpc_in_sqrt_real

which are defined as integers that fpc references magically somehow internally..

So probably already fast, but I'd have to check further.

I don't know how internal functions work. Internal to the compiler source code, internal as in direct cpu calls that the cpu so gladly gives you?

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