L505 wrote:
Anyway, I took a peek, and by the look of it I have two suspicions for
that graphics mess:
1. Floating Point operations.
2. Floating point comparition.
I'm not much of a gamer, but a Doom fan :-P. I even made a freepascal
Doom Roguelike game :-P.
So you think Delphi optimizes these operations significantly?
No, I think that the error is in the BSP building algorithm. Original
C-source probably used some float-model-specific optimizations, the guy
who ported it to Delphi converted them to delphi-float-model-specific
results, and while porting to FPC those things got broken. I know that
in the "old-days" there were several machine-wise tricks on floats that
were used for BSP trees, and I imagine that could be the main source of
the problem.
So you did see walls and bricks rammed into your face when you played too?
Yes.
It's not just my video card?
No :-). Or both of ours :-D.
How about the keyboard? Was it sticky and slow? As if you had molasses on it?
Yes.
I wonder how much work would it be porting this code to JEDI-SDL...
Hell, I might even give it a try... tough it seems useless, for there
would be no gain for anyone from that -- we already have several supreme
Doom-clones... :-]
--
At your service,
Kornel Kisielewicz (adminATchaosforge.org) [http://chaosforge.org]
Carceri -- A prelude to GenRogue... Coming Soon
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