realbasic-games
[Top] [All Lists]

Re: Game engine test

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Game engine test
From: Frank Condello <developer at chaoticbox dot com>
Date: Sat, 25 Mar 2006 04:04:05 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20060317180027 dot 96F56117533D at lists dot realsoftware dot com> <4424B89C dot 2010408 at optusnet dot com dot au> <8268A93C-A492-41B9-A867-091978805AC2 at miensoftware dot com> <12B1852E-DE58-4871-A997-E7D44E40CBF4 at mindspring dot com> <BF4347D4-DEA4-4533-87BE-BEB12B106D91 at miensoftware dot com>
On 25-Mar-06, at 1:53 AM, Lo Saeteurn wrote:

I have three memoryblocks: one for the current frame, another for the next frame, and another for the interpolatedFrame. The math is simple: interpolatedFrame=currentFrame+(nextFrame-currentFrame) *percentTweening

I'm not using RB's trimesh, I'm modifying the points and normals directly via the API. Would RB's trimesh run faster?

It should be much faster to use the bulk multiply/add methods of the VectorList class in combination with RB's Trimesh class. A big bottleneck with manipulating memoryblocks in RB code is the accessor methods themselves. There were a few discussions in the past here on the Games NUG about making a "Vector Plugin" to speed up these types of memoryblock manipulations. Joe went ahead and added some of what was discussed to Rb3D but I'd still like to see an implementation that works on memoryblocks - or nice fast pointer math in RB itself!

Frank.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––

_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>


<Prev in Thread] Current Thread [Next in Thread>