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>> No.5937313 [View]
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5937313

genesis doomer here

no new features this time, but I made a few changes for a pretty significant performance increase

- copy framebuffer in 3 frames instead of 4 (should reduce input latency, might be possible to do it in 2 frames)
- remove a pointless waitForVsync() call (this alone gave me ~12ms)
- added a vertex cache, to avoid re-transforming vertexes that are used more than once in a map (this saved another 8ms)

this puts me above 10fps in filled mode in the first room, and not far from 10fps in the flashing room.

The actual transformation code can still probably be optimized though, as is the line tracing (which calculates the top and bottom y positions along the lengths of walls), and I'll probably need to rewrite these in assembly to scale to more complex geometry.

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