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Floating point speed?   Message List  
Reply | Forward Message #10719 of 15019 |
Re: [gbadev] Floating point speed?

If I wanted a non real-time renderer on PC, I wouldn't be implementing it on
the GBA would I?

I want this to render static screens on the GBA for game story purposes. If
I can render scenes from within the mesh then I won't have to store
thousands of frames of pre-rendered graphics.

Mat



----- Original Message -----
From: Aaron St.John <aaronstj@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, April 01, 2002 5:11 AM
Subject: Re: [gbadev] Floating point speed?


> >I'm using it for an high precision non real-time 3d renderer.
>
> And this is better done on the GBA than the PC because...?
>
>
>
>
> Stupid like a fox!
> Look ma, I'm an artist: http://aaronstj.deviantart.com




Mon Apr 1, 2002 1:04 pm

matth@...
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Message #10719 of 15019 |
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Hi Does anyone have any approximate floating point calculation speeds for operators such as +, * and / in cpu cycles? Thanks Mat...
Mat
matth@...
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Mar 30, 2002
12:05 pm

OK, CPU cycles may be a bit too much so what about in comparison to their integer equivalents? Thanks Mat ... From: Mat <matth@...> To:...
Mat
matth@...
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Mar 30, 2002
9:27 pm

YMMV: I'm a newbie at the ARM. I don't see floating point math in the ARM instruction set, so doing true floating point is going to depend on the library you...
Evan Robinson
evan_robinson
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Mar 31, 2002
10:09 pm

Hi Evan I know that the ARM7TDMI does not support fp instructions. I am just wondering if anyone had done any experimentation; I was trying to save myself the...
Mat
matth@...
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Apr 1, 2002
12:08 am

I'd suggest that you encapsulate your math data types so that you can go either way. But at this point, I bet the 64bit fixed point will be substantially...
Evan Robinson
evan_robinson
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Apr 1, 2002
1:12 am

Hi, I bet that most application on the GBA should be satisfied with a 32 Bit fixed point calculation. It is just a matter of trade off for the precision you...
Romain PIQUOIS
rpiquois@...
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Apr 1, 2002
4:06 am

I'm using it for an high precision non real-time 3d renderer. Mat ... From: Evan Robinson <erobinson@...> To: <gbadev@yahoogroups.com> Sent: Monday,...
Mat
matth@...
Send Email
Apr 1, 2002
4:08 am

... And this is better done on the GBA than the PC because...? Stupid like a fox! Look ma, I'm an artist: http://aaronstj.deviantart.com ...
Aaron St.John
aaronstj@...
Send Email
Apr 1, 2002
1:07 pm

If I wanted a non real-time renderer on PC, I wouldn't be implementing it on the GBA would I? I want this to render static screens on the GBA for game story...
Mat
matth@...
Send Email
Apr 1, 2002
1:48 pm

On the PC, use floating point (it's often as fast or faster than fixed point, of course depending on what you're doing). On the GBA, use fixed point. that's...
Henrik Rydgard
meloditronic@...
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Apr 2, 2002
8:06 am
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