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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 15:37:45 -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> <5FA27ACF-802D-4210-80DA-7E31FF0AAF60 at chaoticbox dot com> <F8DC5A9A-4050-4894-B0DF-9F62E48EA45E at miensoftware dot com>
On 25-Mar-06, at 10:27 AM, Lo Saeteurn wrote:

Hmmm...I guess I'll change my animation classes to use RB trimeshes. Wouldn't this mean that your Quesa Wrappers are inherently slower because they are RB code?

Yes, if you hack at individual members of the "array" classes they will be slower than using memoryblocks directly. These classes were meant as a convenience, and are well suited for getting/submitting an entire array but not so much for per-vertex manipulation/animation. I purposely exposed the Trimesh Lock/Unlock (and Get/SetData) methods so you can maintain your own data when more speed or control is required, but here again you might need a plugin to speed up the memoryblock manipulation.

I didn't realize memoryblocks were that much slower compared to C++ arrays.

If you're running through byte-by-byte (or vector by vector) the function call overhead really adds up, and until RB can manipulate memory directly it has no chance of beating or even approaching the speed of C code in this area.

I've actually been working on a plugin with memoryblock extensions but right now it only has a few methods to copy and count bytes - arbitrarily sized vector math is still on the todo list.

Frank.
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