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From: | Tony Sidaway |
Subject: | Re: regarding floating-point performance - Re: [Chicken-hackers] 3D engine strategy |
Date: | Fri, 23 Feb 2007 18:41:28 +0000 |
On 2/23/07, Brandon J. Van Every <address@hidden> wrote:
Tony Sidaway wrote: > > I don't really see that there's a problem here. What's wrong with > implementing a fp array type and writing the heavy matrix arithmetic > in an optimized C module? Could you provide some more context for your thinking here? It's not clear to me what kind of computational problem you're talking about. Thus I can't comment on whether partitioning the problem between Scheme and C is easy or onerous. > C takes care of all the low-level crap and > the beauty of Chicken is that you still have Scheme for the high level > stuff. > In my opinion, computational geometry is both high and low level stuff, often in the same context. One shouldn't be burdened with re-implementing the code in C.
I think it depends on your desired outcome. I'm guessing that if you're concerned with fp performance and optimization in particular, you must want to do large repetitive sequences of floating point calculations. The logical way to handle this in Chicken is to put the sequences into vector or matrix form and use a suitable C or C++ math package to perform the transformations you want. But I know nothing about modern game production so I don't know whether this would answer your concerns. It would probably be very easy to do, though.
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