Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: how made his own font ? Date: Fri, 14 Aug 1998 13:56:36 +0100 Organization: I wish! Lines: 24 Message-ID: <35D43404.282A@mdx.ac.uk> References: <35C81A30.4ACB@club-internet.fr> <35C82DDB.3E12E37C@scee.sony.co.uk> <01bdc061$2c186980$f30b0a0a@Angela1.intelligent-group.com> <35D2E01D.5CA1@mdx.ac.uk> <6r0vps$n7i6@chuka.playstation.co.uk> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) I have almost no idea how c compilers optimise code, but I believe one of the things you can get them to do is loop unrolling, which does exactly as you say, which is why when set to compiling the fastest code you dont need to do it manually. I can guess that early compilers used on the c64 may not have done such a thing, hence you would get a speed increase there. Robert Swan Steve Dunn wrote: > If you've got your sprites in an array, you could optimise things; instead > of using a loop use: > --sprite[0].x; > --sprite[1].x; > --sprite[2].x; > ... > --sprite[99].x; > > It may not look very nice but it'll probably be quicker than a loop(never > tried it though, hence the 'probably'). I used to use that method when > writing for the C64 to move the screen and manipulate other 'large' areas of > memory. Another way would be to use self modifying code. > > Steve