[coco-devel] fwd garinh Re: Copter-Commander AL query
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From: David M. <dm-...@bo...> - 2001-03-12 21:17:43
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More in the same thread... ----- Forwarded message from Garin Hiebert <ga...@tu...> ----- From: Garin Hiebert <ga...@tu...> Subject: Re: Copter-Commander AL query To: David Morse <dm-...@bo...> Date: Sun, 11 Mar 2001 19:11:34 +0000 X-Mailer: KMail [version 1.1.99] Reply-To: ga...@tu... In-Reply-To: <200...@or...> > Your system sounds like it might be 2x faster than my fastest, a K6 450. > On my system, the most taxing operation is to fire lots of rockets ('c') > so they all hit the ground at the same time. That locks me up good n > tight for a few frames. You? I'll have to try that out. I'm not very good at the game yet.... > I suspect AL is spawning a thread to do its audio voodoo. It always has > enough CPU to make the result sound good. But (again, on my machines) it > looks like the game engine thread is starving, or at least dropping > frames. This is strange, because the engine actually is very cheap, it > can run at 60 fps on a machine with hardware GL. We're both going to learn from this experience, then (I did the MacOS version, which is definately very different from the Linux version). I suspect that there will be a way to reduce the problem dramatically, and that it will be a matter of reducing the amount of AL activity associated with high-intensity moments. Playing additional sources will of course impact the performance, but it shouldn't be that bad. I think that it will be a matter of reducing other activities -- looking for a free source, playing many sources with the same effect rather than looping a single one, ... Garin ----- End forwarded message ----- |