Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: How fast is fast? Date: Sun, 06 Jul 1997 11:39:09 -0500 Organization: (no organization) Lines: 17 Message-ID: <33BFCA2D.1C4F@charlie.cns.iit.edu> References: <33B09E84.191E@charlie.cns.iit.edu> <5otr2k$fv51@chuka.playstation.co.uk> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Gil Jaysmith wrote: > While we're on the subject of performance limits: > - the PlayStation doesn't have a hardware FPU, so you can assume the > floating-point libraries are real slow; if you were thinking of > manipulating floating-point numbers, consider implementing your own > fixed-point stuff Oh my God, you are not kidding. I wrote a couple of routines to build sine/cosine lookup tables at runtime, and it took about 7-8 seconds to generate 360 sin() and 360 cos() values! Sheesh! Needless to say, that routine was scrapped in a hurry! :-) /* Don't try this at home, kids!!! :-) */ for ( angle=0 ; angle<360 ; angle++ ) { sin_table[i] = sin( (angle * PI) / 180 ); cos_table[i] = cos( (angle * PI) / 180 ); }