AMOS (77/96)

From:Andrew Crowe
Date:1 Aug 99 at 21:29:05
Subject:[amos-list] Re: 2nd mouse & Floating point

From: Andrew Crowe <andrewcrowe@enterprise.net>

Hi Everybody,

> Also, I found on Aminet a doc on optimising AMOS
> code. One
> suggestion was that floating point calculations,
> which is supposed
> involved with arrays like: PLAYER#() are _very_
> slow. I've been
> using these arrays heaps in my new tank code! I can
> not afford
> for the game to be slow. What do other people know
> about this?

Ah, floating point no's are around 3 to 4 times slower then integer when compiled, but so what? My James Bond game uses a lot of floating point stuff and that runs fine, if it didn't have to contend with the blitter's speed it'd run at 50fps ;).

If you want the game to remain at the same speed, add an automatic frame skipper, and store stuff like sin/cos's in a table instead of calling them directly.

See ya.



Manta Soft - Amiga programing & web page designing
Http://members.tripod.com/~mantasoft/ ICQ: 21829166
Homepage updated 25/7/99 --- James Bond updated!
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