TrevorBradley
Active Member
- Joined
- Nov 6, 2007
- Messages
- 732
Thanks to the folks in the GP2X dev forum, I'm on my way to developing my first Pandora game using C++ and SDL. Early results are extremely promising.
I've demonstrated that I can cross compile SDL code to the GP2x, but I've decided to do development on my Linux machine and port to the Pandora later.. The GP2X isn't likely to have enough oomph to render it properly. (Though I should give it a try).
And of course since I'm a math geek my code presently makes extensive use of doubles. "Extensive" is a mild term here... I'm presently doing hundreds of thousands of computations per second. (Don't ask, yet...
Now the Pandora doesn't have floating point capabilities, and I'm pretty sure my code should work just fine using floats and ints rather than longs and doubles. Should I convert all my doubles to floats right now and save myself significant pain later? Is there anything more I should know about doubles vs floats for the system? (e.g. estimated time comparison for multiplying two doubles vs two floats?)
(If this doesn't work, I may just release this game for beefier machines with FPU's anyways... I'm too invested in the idea now, and it looks awesome on my Dual Core Linux box that I'm not sure I want to scale it down
Thanks in advance!
EDIT: A quick search and replace of "double" with "float" and it still works great... Yay! I think I'll stick with Floats for safety.
I've demonstrated that I can cross compile SDL code to the GP2x, but I've decided to do development on my Linux machine and port to the Pandora later.. The GP2X isn't likely to have enough oomph to render it properly. (Though I should give it a try).
And of course since I'm a math geek my code presently makes extensive use of doubles. "Extensive" is a mild term here... I'm presently doing hundreds of thousands of computations per second. (Don't ask, yet...
Now the Pandora doesn't have floating point capabilities, and I'm pretty sure my code should work just fine using floats and ints rather than longs and doubles. Should I convert all my doubles to floats right now and save myself significant pain later? Is there anything more I should know about doubles vs floats for the system? (e.g. estimated time comparison for multiplying two doubles vs two floats?)
(If this doesn't work, I may just release this game for beefier machines with FPU's anyways... I'm too invested in the idea now, and it looks awesome on my Dual Core Linux box that I'm not sure I want to scale it down
Thanks in advance!
EDIT: A quick search and replace of "double" with "float" and it still works great... Yay! I think I'll stick with Floats for safety.