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

To: "REALbasic NUG <realbasic-nug at lists dot realsoftware dot com>" <realbasic-nug at lists dot realsoftware dot com>
Subject: Re: High Performance Code (Was: Bitwise Shift operators)
From: Daniel Stenning <d0stenning at msn dot com>
Date: Sat, 29 Sep 2007 21:05:10 +0100
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Thread-topic: High Performance Code (Was: Bitwise Shift operators)
If you do attempt such venture, drop me a line, and perhaps we can come to
some arrangement by which you can use my C++ > RB converter code.


On 29/9/07 20:52, "Frank Condello" <developer at chaoticbox dot com> wrote:

> 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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Cheers,
Dan




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