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Consillitis

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I've created a spiffy console for DOOM.Net. Of course I'll add a DOOM95 like launcher for the game but this will suffice for now. At least I no longer have recompile to switch WADs or levels.



mmm spiffy.

mmm pies.

Anyway in regards to the software rendering, my thoery is that if C# can't emulate what 486 could do with an AMD64 at 2 GHz then it's crap. I hoping it isn't crap.
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Anyway in regards to the software rendering, my thoery is that if C# can't emulate what 486 could do with an AMD64 at 2 GHz then it's crap.


Don't blame the language for what the programmer does with it. [smile] I could have both John Carmack's DOOM renderer and my own attempt at a raycasting DOOM-like renderer, but I guaruntee that his will run a lot faster than mine. But it's not the language's fault.

What I'm worried about is those sorts of low-level hacks/shortcuts won't work in a high-level language like C#. It really wasn't made to do that kind of stuff. :-/

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Heh I'm not blaming the language, yet. My point was that it'll never be as fast as the original, but considering we are 12 years after DOOM, it should run at a reasonable rate.

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What graphics library are you using? If you intend on using GDI+ rendering, than you really are DOOMed. [grin]

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Yeah right now I'm using GDI+. All I'm doing though is transferring a 320X200 byte array to a bitmap every frame. It can't be THAT slow. I'm still getting the same FPS I did with DX, so if anything is slow it's the array code, not GDI+.

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Really? Interesting -- I guess I underestimated GDI+ speed in a managed environment. [smile]

And if it comes down to needing even more power, I'm sure the Managed DirectDraw interface could give you another boost of speed.

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There needs to be a good .NET abstract GUI interface that can render in Tao.OpenGl and Managed DirectX. CeGui# is an option, but it's not near to be complete and is only .NET 2.0.

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