Thank you for the nice history lesson : )




>________________________________
> From: . <[email protected]>
>To: Primary ioquake3 Discussion/Development list <[email protected]> 
>Sent: Monday, December 3, 2012 7:03 PM
>Subject: Re: [ioquake3] What are ASM files used for?
> 
>On 29 November 2012 09:28, Yasir I. Al-Dosary - zgzg2020™
><[email protected]> wrote:
>> Hi again,
>> I tried to look for documentation online to see what ASM files are used for
>> but couldn't find any.
>> Does anybody know?
>
>Historical background
>
>Quake1 had at least a small part of it in assembler. Such thing made
>sense in the MS-DOS days where how the assembler look could have a big
>impact on the inners part of the rendering code. To this day Quake1 is
>still CPU bounded, because so much of the rendering is CPU-side. So
>you want the CPU part to be as fast as possible.
>
>Quake2 , Quake 3,...     have probably (I have not looked in the code)
>more stuff done GPU-side, with stuff like shaders and OpenGL
>extensions.   The priority is to have as less CPU-side stuff has
>posible, so the biggest part of the game is rendered in the GPU (that
>is fast, and have the textures next to it.... and is separate from the
>CPU by the bus, that is a bottleneck).
>Assembler code is unlikeable because it poison portability (it need to
>be rewritten to be ported to other CPU's, like ARM) and because is
>hard to maintain if it ever have bugs (you need somebody that want to
>get his hands dirty in assembler), but assembler gurus claim to get
>speedups by writing some parts in assembler.   The Mayans tolds us
>about it, too.
>
>/just kidding
>
>
>
>--
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>ℱin del ℳensaje.
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