> > Looks like you use a small Taylor polynomials for cos and calculate it > using the > > Horner scheme. I don't think this can be made faster.
um yet there is not trigonometrical function in the clouds calculus. i was only refering to possible improvements. also this c/s would only be needed once per timestep! In my example it was to calculate dx so that x+dx lies on the circle around x and circles with time. > We could use a faster random generator. also random numbers are only needed once _per game_. > We could reuse random numbers from the game part of glob2, > because dependence between game and graphics wouldn't make > clouds uglier. Only game random numbers must not rely on graphics > random numbers, but the other way round it's OK. that should be done to let clouds influence game later on. > We could use a queue (may with limited maximum size). > When we create a game random number, we put it also into that > queue. If we pull a graphics random number, we pull it from that > queue. Unless the queue is empty. In this case we have to create > a graphics random number. We can't use this for game decisions, > because it is not synced and must not be, because not everyone > uses high graphics details. wind would not need clouds (high grafix). greetings, leo wandersleb _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
