[ODE] More speed???
Oles V. Shishkovtsov
oles at gsc-game.kiev.ua
Fri Nov 7 15:43:57 MST 2003
Hello Oles,
Friday, November 7, 2003, 1:27:19 PM, you wrote:
OVS> Hello Aras,
OVS> 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...
OVS> And it's slow, as well, even on SSE/3Dnow! enabled CPUs.
OVS> Typical operation consists of:
OVS> * push arguments
OVS> * [static] call
OVS> * [static] jump
OVS> * ...calculation...
OVS> * return
Just looked, at the asm, this is not "[static] jump", it's "jump int
the table", so, even slower :)
I've strongly against using D3DX in ODE, especially in performance
critical code. Conditional compilation and larger-grade performance
optimized functions is much better, IMHO.
BTW. This is for dx9.0 summer update SDK
P.S. And I think all of this is just a job for compilers, but they
aren't mature enought at SIMDizing, yet :(
--
Best regards,
Oles V. Shishkovtsov
GSC-Game World
oles at gsc-game.kiev.ua
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