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Old 27 July 2009, 18:11   #47
StingRay
move.l #$c0ff33,throat
 
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Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
Quote:
Originally Posted by pmc View Post
LOL. Tell me about it! This routine is slooooooow. My next task is to optimise as much as I possibly can. Once that's done I need to make the routine more universal so that it can handle different objects.
Go for it, first of all, add double buffering. :P

Quote:
Originally Posted by pmc
I made cos and sin tables that had 2^14 fixed point numbers for all the angles from 0 to 359 degrees in one degree steps. Do you mean adding values for example for the half degree steps in between too?
The sin/cos table I use in my 3d engine has a size of 40960 bytes. Hint hint. =)

Quote:
Originally Posted by pmc
Enlighten me more Obi-Wan!
I hope I did without spoon-feeding you too much. =)
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