People,<br><br>I have talked a bit with Dan about this fixed point stuff. Let me introduce myself: My name is Jacco Bikker, I am 27 years old, and I have been working with 3D graphics since I was 12. I wrote about 6 3D engines, of wich 5 where software-only, and 2 where for my boss.

Right now, I'm working on some voxel graphics on the iPaq.<br>Before everyone gets too excited: I can spend some time on PocketQuake, but I have no idea how much, since I have *lots* of other projects, not to mention my job (currently, PS2 developer) and family. I intend to do some quick fixes to gain a couple of frames, just to get the other coders going. I think this HAS to be a joint effort.<br>On the technical side of things: Quake is using A LOT of floating point calculus. To get this 'fixed'

I suggest we don't try some kind of a generic solution (Dan already tried that) but instead focus on the end of the pipeline, i.e., the actual polygon rasterization. There are two reasons for this:<br>1. This is probably where PocketQuake spends most of it's time (Dan, can you confirm this? How much slower does Quake run at full-screen landscape mode?)<br>2. There is no code that relies on the result of these calculations. Wich means that errors are not propagated to other parts of the engine, causing unexplainable errors.<br>After that, we can work our way up: First, modify the code that supplies the polygon rasterizers with data, and so on.<br>Some other ideas that might gain a couple of frames:<br>- The texture cache is also a loose end. It is used to store mixed texture/lightmap combo's; if we loose precision there, this will show up on the screen, but it won't cause havoc elsewhere.<br>- The size of the texture cache is currently 600Kb. We might want to increase this amount; mixing is expensive.<br><br>I think we can double the frame rate by making the polygon code fixed point. That's a small amount of code; this should be quite possible. By tweaking the texture cache we should be able to gain another 2 fps or so, making Quake VERY playable on the iPaq.<br><br>I'll start tonight. Who wants to join? How is this SourceForge stuff doing? Who is who?

<br>If you need to talk to me, please try ICQ. I'm online all day (but I live in Europe).<br><br>Greets<br>Jacco.