On 4/7/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Patch from Noid posted on forums: http://wz2100.net/forum/index.php?topic=291.0 --- I figured I'd just give it a shot, and, as my first attempt at C, change the direction to FRACT. And it seems it worked. Units turn at the correct speed, regardless of the gamespeed. VTOL's land beautifully. Saving and loading works, loading old savegames doesn't work at the moment as I haven't looked into that yet. I guess I'll have to define a new savegame version. I haven't tested multiplayer, only Skirmish. Patch to SVN attached. --- This patch makes heavy use of FRACT which might not be what we want... --Dennis _______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
I looked at that too and it seems The Noid is creating new 'member' of the movecontrol struct to store float values,rather than override the old SDWORD one with float(moveDir,directionF)... Nowadays the float is not as bad as it used to be in the warzone era 1996-1999(p2 with mmx/K6-2 with 3DNow! was mainstream during that time),most modern cpu like p3 can handle all floating point arithmetic operations except the division pretty well. I remember changing all pievertex to float from the current sint32 ones and it ran without any noticeable framerate impact(it also saves tons of int to float conversion before vertex gets passed to opengl draw primitives functions).I think it's because wz uses only few divide/rshift operations on those vertex x,y,z coords.
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
