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Dan, how is that fixed point math comming


Dan, how is that fixed point math comming

Postby R0B » Aug 6, 2001 @ 2:34pm

Hi, I just wanted to know how the fixed point math imp. was coming with PQ.  Also, what kind of speed improvement should we expect?
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Re: Dan, how is that fixed point math comming

Postby Jaybot » Aug 6, 2001 @ 4:24pm

I'll speak for Dan on this matter:<br><br>Dan East says, "Pocket Quake is in beta, and it will stay that way until it is not in beta."  "Fixed point math will greatly improve the framerate by at least .0003 Frames"  "The Ipaq is better at floating point math than the Casio, God knows what happened to the Jornada"  "I am busy doing better, more important things that actually PAY; because all of those cheap bastards who said that they would PAY for Pocket Quake didn't"  "If everyone donated $1000 on the PayPal link, we'd be rich" "or maybe even 5$, cnosidering that PQ gets downloaded 100,000 times a day" "Pocket Quake is currently at beta .000000062a ad will stay that way until it is upgraded to beta .000000063b, so leave me alone"  "And as for the framerate increase... lets just wait until we got those 400Mhz suckers!"  "Does anyone like the Amiga? hehehe I do, and I like UAE as well, snicker!" :D
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Re: Dan, how is that fixed point math comming

Postby R0B » Aug 6, 2001 @ 4:49pm

Sorry, don't byte my head off.  I wasn't nagging about a new release, I just wanted to know how the fixed point conversions were comming along.  I oviously know that faster devices will be better at  floating point math.  I also know that fixed point will increase it greatly.  I did make the 720 version, so I'm not some stupid newbie.  I also know that fixed point is over twice as fast as floating.  BTW, did you live by power lines when you were a kid, and how often did you eat those paint chips again?
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Re: Dan, how is that fixed point math comming

Postby Jaybot » Aug 6, 2001 @ 4:59pm

heheh yeah... why?    j/k dude, calm down, i was just joking around, using little spins off of many of Dan's replies to other messages.  It was intended to be humorous not insulting. :)
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Re: Dan, how is that fixed point math comming

Postby R0B » Aug 6, 2001 @ 5:02pm

sorry, I didn't mean to missread it.  I jost figured you thought I was a newbie asking one of those anoying "Is it done yet" questions.  Sorry again.
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Re: Dan, how is that fixed point math comming

Postby Moose or Chuck » Aug 6, 2001 @ 5:09pm

so..... is it done yet?
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Re: Dan, how is that fixed point math comming

Postby Jaybot » Aug 6, 2001 @ 5:18pm

no. wait until november
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Re: Dan, how is that fixed point math comming

Postby Chris Edwards » Aug 6, 2001 @ 5:21pm

pocketquake 0.7 will follow the release of pm2 :D
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Re: Dan, how is that fixed point math comming

Postby Jaybot » Aug 6, 2001 @ 5:25pm

like i said, november.
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Re: Dan, how is that fixed point math comming

Postby R0B » Aug 6, 2001 @ 5:33pm

I'll speak for Dan on this matter: <br><br>Dan East says, "Pocket Quake is in beta, and it will stay that way until it is not in beta."  "Fixed point math will greatly improve the framerate by at least .0003 Frames"  "The Ipaq is better at floating point math than the Casio, God knows what happened to the Jornada"  "I am busy doing better, more important things that actually PAY; because all of those cheap bastards who said that they would PAY for Pocket Quake didn't"  "If everyone donated $1000 on the PayPal link, we'd be rich" "or maybe even 5$, cnosidering that PQ gets downloaded 100,000 times a day" "Pocket Quake is currently at beta .000000062a ad will stay that way until it is upgraded to beta .000000063b, so leave me alone"  "And as for the framerate increase... lets just wait until we got those 400Mhz suckers!"  "oes anyone like the Amiga? hehehe I do, and I like UAE as well, snicker!"  
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Re: Dan, how is that fixed point math comming

Postby Jaybot » Aug 6, 2001 @ 5:43pm

?
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Re: Dan, how is that fixed point math comming

Postby Chris Edwards » Aug 6, 2001 @ 5:47pm

ditto on that... "?"
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Re: Dan, how is that fixed point math comming

Postby esw » Aug 6, 2001 @ 6:22pm

Notice how Dan hasn't replied yet, so we're just guessing what he might say :)
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Re: Dan, how is that fixed point math comming

Postby R0B » Aug 6, 2001 @ 7:26pm

Actaully, I just copied the first reply.  I wanted to put it under mooses comment, but I got knocked off line (darn that call waiting), and I was too late to do it.
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Re: Dan, how is that fixed point math comming

Postby Dan East » Aug 6, 2001 @ 8:47pm

Well, sorry guys, but PQ is on the back-burner at the moment. My commercial product(s) will be released hopefully within the next week. Plus I have my real programming job which takes priority. In the next little bit (few weeks) I will dedicate some time to PQ to roll out another release. Digby has an interesting Fixed Point C++ class project going, so it may be a viable solution for a serious PQ performance increase. It will take some work to convert the Quake source to C++, but it wouldn't be terribly bad. That could realistically double the FPS.<br><br>I also have the Bochs Emulator (an x86 PC emulator) for Pocket PC working, but it needs a little refinement to be complete. I want to release it reasonably soon.<br><br>I have a Game Boy emulator that I started in December (). I was about to release it when the other commercial GameBoy emulator made its appearance. Their emulator was faster, and a Quake port looked viable, so I moved on to much bigger things. I'd like to clean it up and release it as yet another free gameboy emulator. Mine was based on XGB, which was the most accurate GB emulator I ever played on the PC.<br><br>Dan East<br>
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