[ODE] More speed???
Oles V. Shishkovtsov
oles at gsc-game.kiev.ua
Fri Nov 7 13:27:19 MST 2003
Hello Aras,
Friday, November 7, 2003, 12:28:08 PM, you wrote:
>> NO NO NO!!!
>> please, keep in mind that ODE is 'ONLY' the PHYSIC ENGINE.
>> So, any reference to a graphic API must be avoided (exept for exemple,
>> testing, ...) But not in the core!
>> Please, keep DirectX out of this!
AP> Well, D3DX math library isn't tied to any graphics part at all. It doesn't
AP> even know about any D3D device. But probably it isn't the best solution...
And it's slow, as well, even on SSE/3Dnow! enabled CPUs.
Typical operation consists of:
* push arguments
* [static] call
* [static] jump
* ...calculation...
* return
Our tests, showed that ordinary C++ / FPU code beats it even on series
of matrix multiplications, which is very well suited for SIMDizing :(
Yes, dynamic dispatching can be fast, but not for such small amount of code.
It should be done on:
1. larger-level
2. static call suite patching
3. not done at all :)
--
Best regards,
Oles V. Shishkovtsov
GSC-Game World
oles at gsc-game.kiev.ua
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