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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