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floating point multiply == very very slow ?


Postby Dan East » Oct 21, 2004 @ 7:00pm

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Re: floating point multiply == very very slow ?

Postby mm40 » Oct 22, 2004 @ 12:19am

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Postby warmi » Oct 22, 2004 @ 3:46am

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Postby Digby » Oct 22, 2004 @ 5:22am

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Postby Presto » Oct 22, 2004 @ 4:07pm

If you're trying to do 630,000 operations per second, and getting 5-10fps, assume the worst case of 5fps and divide the number of operations by 6 to find a safe number of operations that should still get you 30fps... which is 105,000 operations maximum.

Divide 105,000 by 30fps and you should have a maximum of 3500 operations per frame. With 100 objects, that's 35 operations per object, per frame, rather than the 210 you're currently doing.

You definitely need a more simplistic approach.

-John
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Postby jaguard » Oct 22, 2004 @ 4:35pm

Last edited by jaguard on Oct 22, 2004 @ 4:41pm, edited 1 time in total.
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Postby warmi » Oct 22, 2004 @ 4:39pm

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Postby jaguard » Oct 22, 2004 @ 4:54pm

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Postby mlepage » Oct 22, 2004 @ 5:13pm

www.scalenesoftware.com
Great games for your Palm and Pocket PC!
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Postby jaguard » Oct 23, 2004 @ 4:51pm

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Postby hm » Oct 23, 2004 @ 6:51pm

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Postby fast_rx » Oct 23, 2004 @ 9:17pm

Speaking of re-inventing a wheel...

Your atan function can be completely replaced by atan2(dx, dy)
(it does the quadrant stuff for you)
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Postby xPeterx » Oct 24, 2004 @ 12:27pm

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Postby mm40 » Oct 29, 2004 @ 2:28pm

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Postby jaguard » Oct 30, 2004 @ 12:23am

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