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Old 05-07-2005, 12:49 AM   #1
Roozbeh
problems with jfsw!any hints for speed?
Hi

Thanks for those great surces but do you also try to compile it with diffrent options?

the sources are broken when for example compiled with no opengl no polymost and no superbuild,
almost lots of "#ifdef superbuild" are missing and also it seems the jfbuild speed is very slow for me,with these options enabled!

also is really mytypes.h is required?becouse of that i have really bad times making use of windows.h and other win definition files!

i am working on port to smatphone devices,my previous port of build (for dukenukem)which was based on icculus and with some diffrent patches works at speed of 15-20fps on these devices but my current complete port of jfsw is working on speed of 3-5fps!why this much slow?!

i think becouse ppl here mostly thinking about great quality improvments the speed is becoming worst when none of those options are used.....

any hints where to dig and make things faster?

regards
roozbeh
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Old 05-07-2005, 12:54 AM   #2
TerminX

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Re: problems with jfsw!any hints for speed?
You're always going to need SUPERBUILD defined as the original DOS game made use of the features whereas Duke3D didn't.
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Old 05-07-2005, 03:48 AM   #3
JonoF

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Re: problems with jfsw!any hints for speed?
I must admit I haven't been terribly vigilant lately in making sure the engine and games work without Polymost enabled, so I should probably address that for people trying to do exotic stuff with the source. Other than that I can't think of anything to help with speed problems unfortunately.

Jonathon
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Old 05-07-2005, 04:05 AM   #4
Roozbeh
Re: problems with jfsw!any hints for speed?
by the way is checking for minimum resolution of 320x200 really important or not?

as it seems to me the game running in 176x220 is slower than 320x200

also any hints for reducing memory requirments?
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Old 05-07-2005, 07:40 AM   #5
JonoF

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Re: problems with jfsw!any hints for speed?
Build's only restriction on the screen size is the width must be a multiple of eight. On a low-memory, low-power device you will have to lower the maximum walls, sectors, and sprites count, lower the maximum number of sprites visible per frame, reduce any other arrays that don't need to be so big, and generally just tighten the screws as much as you can. That will decrease the memory footprint but will also mean the likeliness of playing with the PC data unmodified is a lot lower. I don't know what sort of specs a smartphone has, but one of my odd-ball ideas was to port Build and Duke to PalmOS 5 to run on my Tungsten T. Aside from the difficulties the system design imposes, like segmented memory and very very little working memory, I'm almost thinking it's not worth the time even though it would extremely novel. I personally think that any port of Build to small spec systems will require some fairly comprehensive re-evaluation of certain engine features, not to mention as rigorous rendering optimisation as is possible for the platform.

Jonathon

PS. Maybe one day in the future I'll port Build to a PalmOS 6 device, or a Linux PDA if I manage to own one. Who knows. Sure would be fun.
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Old 05-07-2005, 12:46 PM   #6
Oasiz
Re: problems with jfsw!any hints for speed?
Nokia phones are very powerful too.

Even 3650 has:
- ARM4T 104mhz (symbian v7 phones have usually 124mhz)
- 4096 colors (Sv7 ^ have something like 65534)
- 176 x 208 pixels
- 3 megs of RAM (n-gage has even 10-12 megs!) (Sv7 8meg)
[Sv7: 6600 etc.]

And the more newer ones have over 200mhz.
Really would wish to see a portation to these ones.
it pushes nearly PSX graphics.
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