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29 lines
1.2 KiB
Markdown
29 lines
1.2 KiB
Markdown
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## Things that are interesting about IpuDoom
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- Fixed precision int math
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- 64-bit int division
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- wasn't supported in the supervisor context, drop into a worker thread for each individual division, do double division
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- Avoid recursive algorithms, e.g. make a non-recursive Binary Space Partitioning algorithm
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- Split column rendering over 32 tiles
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- Memory
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- Save 50-60k of lookup tabes for transcendentals by using float functions
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- Store textures on other tiles, JIT-fetch as needed (by live patching exchange programs to select a tile)
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- Can call exchanges from deep in the call stack, don't need to exit the vertex
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- Texture tiles also do colour mapping to create shadow effects (light dropoff)
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- Render tiles issue dummy requests after finishing to allow unfinished tiles to keep syncing
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### Places could save memory
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- Transcendental lookups -> live calc
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- `openings` (used for masked objects) is 40K, surely can be smaller on striped render tiles
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- cut down on width of `visplane.top/bottom`, `columnofs`, etc due to samller screen widths
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- remove cachedheight, cacheddistance, cachedxstep, cachedystep?
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### Things I don't support, to make my life easier:
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- gamemodes other than shareware
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- multiplayer
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- cheating
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