On 2017-05-17 00:14, nore...@z505.com wrote:
On 2017-05-16 09:10, Jon Foster wrote:
I think the key word in Graeme's complaint is "game". And I'm willing
to bet that most of his envisioned gaming scenarios deal with a lot of
floating point math and the more advanced math functions. A quick
glance over his example code and I'm willing to bet that the "math"
unit providing the sqrt(), cos(), sin() and others is the bottle neck.
But that's just a knee-jerk reaction. Seems to me I read a while back
that a ton of effort had not gone into them.
Could those math routines just be written in assembly with a FastXXX
unit? i.e. FastMM is a fast memory manager, so you could have a
FastCRT, fastWhatever, FastMath...
Doh!
Someone already thought of this
Quote: "FastMath is a Delphi math library that is optimized for fast
performance (sometimes at the cost of not performing error checking or
losing a little accuracy). It uses hand-optimized assembly code to
achieve much better performance then the equivalent functions provided
by the Delphi RTL."
Github:
https://github.com/neslib/FastMath
Whether it ports over to fpc, I don't know
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