- Kurosu a écrit :
> Le 17/06/2010 11:43, Kurosu a écrit :
> > 188757 29.5856 wormux BlitNtoNPixelAlpha
> > 109184 17.1134 wormux BlitRGBtoRGBPixelAlphaMMX
>
> Those are all used in case of per-pixel alpha blending. Now, there are 2
> things this ma
Le 17/06/2010 11:43, Kurosu a écrit :
> 188757 29.5856 wormux BlitNtoNPixelAlpha
> 109184 17.1134 wormux BlitRGBtoRGBPixelAlphaMMX
Those are all used in case of per-pixel alpha blending. Now, there are 2
things this makes me think:
- do we really need tha
Seems I sent in twice the previous mail. Whatever.
- Kurosu a écrit :
> For some reason, I can't force oprofile to include the time taken
> in external symbols, in particular SDL.
By building static libraries, I finally got:
samples %app name symbol name
188757 29.
- Matthieu Fertré a écrit :
> Could you detail what are the numbers in the columns 1 and 2 ?
Sorry, I thought it was obvious. Paste before the figures those lines then:
CPU: Core 2, speed 3159.01 MHz (estimated)
Counted CPU_CLK_UNHALTED events (Clock cycles when not halted) with a unit mask
Le 15.06.2010 11:56, Kurosu a écrit :
> - Matthieu Fertré a écrit :
>
>> Maybe with some optimizations we can have about 20/25 fps.
>>
> btw, here's the oprofile report for a x86 target (oprofile unavailable on a
> real arm target):
> 2578 11.3189 wormux Surfa
- Matthieu Fertré a écrit :
> Maybe with some optimizations we can have about 20/25 fps.
btw, here's the oprofile report for a x86 target (oprofile unavailable on a
real arm target):
2578 11.3189 wormux Surface::MergeSurface(Surface&,
Vector2 const&)
2057 9.0314
Le 14/06/2010 16:35, kur...@free.fr a écrit :
> The author told me 0.9.2 is drastically slower than 0.9.1 so we'll have
> to look around that. (not playing the blame game here).
The only major change I found affecting performance would be the Double
usage. Too bad, it will have to stay.
__
> Le 11/06/2010 21:24, Kurosu a écrit :
> To be honest, I never thought that you would be so fast to port it to
> Android smartphone. So I'm quite impressed!
curl was also ported. I don't know how much binary is spent for just http
download, but that doesn't really matter at this point: binary da
- RCL a écrit :
> Well, there's Maemo port of this game (for Nokia N900):
> http://repository.maemo.org/extras-devel/pool/fremantle/free/source/w/wormux/
> , maybe something can be learned from that?
Actually, I'm in contact with the port author, so that I merge some of his
(valid) changes (
Well, there's Maemo port of this game (for Nokia N900):
http://repository.maemo.org/extras-devel/pool/fremantle/free/source/w/wormux/
, maybe something can be learned from that?
Hardware is similar (SGX 53x 800x480, ARM 8 @ 600Mhz, 256 MB RAM), but
it runs decently (at least without sound), that i
Le 11/06/2010 21:24, Kurosu a écrit :
> Le 10/06/2010 15:29, Kurosu a écrit :
>
>> I'll probably need help to achieve all of those tasks, and therefore
>> also request your input.
>>
> Well, I've gone ahead, hacked code and data to do what I said.
>
> Sadly, it goes at like 11 fps on the si
Le 10/06/2010 15:29, Kurosu a écrit :
> I'll probably need help to achieve all of those tasks, and therefore
> also request your input.
Well, I've gone ahead, hacked code and data to do what I said.
Sadly, it goes at like 11 fps on the simplest map (aquarium), down to 5
on some others. Even on a
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