3 ms·
My knowledge of the Amiga chipset is very cursory, but peeking at the source code, there are some blitter routines that look like they're used for texture scali
by nxobject 3y ago
My knowledge of the Amiga chipset is very cursory, but peeking at the source code, there are some blitter routines that look like they're used for texture scaling (i.e. stretching + drawing vertical strips/walls.) I don't know whether that (alone) accounts for the significant speedups needed. A good comparison would be to any bottlenecks the original NeXT engine, which had the 68k, but didn't have any of the accelerators...
https://github.com/Krzysiek-K/Dread-source-drop/blob/master/dreadtool/src/blitter.cpp https://github.com/Krzysiek-K/Dread-source-drop/blob/master/...
- whizzter 3y agoHmh, browsing a bit it seems that the Dreadtool part of the source seems to be some kind of editor built with Visual C++. The Dreadmake folders seems to have actual Amiga sources. https://github.com/Krzysiek-K/Dread-source-drop/blob/master/dreadmake/src/dread_codegen.c https://github.com/Krzysiek-K/Dread-source-drop/blob/master/... (This feels reminiscent of the "generate-y-fillers" that ID did for Wolf3d) https://github.com/Krzysiek-K/Dread-source-drop/blob/master/dreadmake/src/dread_asm_draw.s https://github.com/Krzysiek-K/Dread-source-drop/blob/master/... (Browsing this reminds me of Fabien Sanglard's Doom/Duke3d walkthroughs)