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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 15:41:04 -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> <3DBB8CCE-119F-4F6E-A9F9-A8E481AFB005 at mindspring dot com>
On 25-Mar-06, at 11:32 AM, Jeff Quan wrote:

On Mar 25, 2006, at 1:04 AM, Frank Condello wrote:
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!

Actually, there may be a problem with the VectorList bulk mult/add methods -- in my tests they seem to treat Doubles as Integers. I showed the problem to both Joe and Dave Grogano at REALworld.

Eeek - I was just going by what the docs say, and have never actually used them myself.

What I did to get around it was to loop through each vertex to do the math.

Ugh. :/

Frank.
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