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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 15:52:33 -0400
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-nug at lists dot realsoftware dot com
References: <BAY107-DAV1088CC240C31B183980BE893B30 at phx dot gbl>
It would be very interesting to see how a "real" game would perform  
as a pure-RB port, and I have considered porting Quake in the past,  
but I simply don't have the time or patients to attempt it. Quake 3  
would probably be a better target however - if I label this  
"research" and get some serious funding maybe it'll happen (ya right!)

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

On 29-Sep-07, at 3:17 PM, Daniel Stenning wrote:

> Bearing in mind this and your previous mention of John Carmacks  
> work, I
> notice that on your web site you have some role in maintaining the  
> old Quake
> open source code base. Have you considered porting or attempted to  
> port it
> to RB ?
>
> On 29/9/07 20:02, "Frank Condello" <developer at chaoticbox dot com> wrote:
>
>>  In a real-world 3D app I have to
>> normalize several thousand 3D vectors (among many other things) plus
>> draw everything at (ideally) 60Hz.
>
> Cheers,
> Dan
>



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