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Re: High Performance Code (Was: Bitwise Shift operators)

To: REALbasic NUG <realbasic-nug at lists dot realsoftware dot com>
Subject: Re: High Performance Code (Was: Bitwise Shift operators)
From: Frank Condello <developer at chaoticbox dot com>
Date: Sat, 29 Sep 2007 15:50:12 -0400
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-nug at lists dot realsoftware dot com
References: <BAY107-DAV8B16CCDB80BC51179695993B30 at phx dot gbl>
On 29-Sep-07, at 3:13 PM, Daniel Stenning wrote:

> This is exactly the issue. And its not as if RS discourages people  
> from
> writing 3D Apps in RB. It provides plenty of framework and 3D  
> libraries as
> if to encourage people to go down that path.
>
> Out of interest, just how much of that RB 3D app ends up being  
> written into
> C++ RB plugins just to get the performance you require ?

Not much really - I started this by saying RB is "fast enough" and it  
usually is for 3D apps since most of the time your app is just  
dumping data to the GPU and waiting. The only time speed is really an  
issue is when you're doing large vector transformations in software.  
I solved many of these by declaring to vecLib on Mac OS X, but a few  
things like normalizing vectors and loading texture data is still  
done in a plugin. There are definitely other areas that could be sped  
up by porting to the C plugin but for right now they're still "fast  
enough".

Keep in mind that at this point I haven't done any serious physics or  
AI in RB, and I offload all audio to FMOD Ex. I've been getting the  
urge to write some (simple) rigid body physics classes in RB but I'm  
almost afraid to start 'cause I can't predict how or where RB will  
choke.

Frank.
<http://developer.chaoticbox.com/>



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