• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
nimrodson

FADD vs FMUL time

5 posts in this topic

Hi,

 

I've been some comparisons in C between the 4 basic arithmetic operations (+ , - , * , / ), and surprisingly (for me), add and multiply operations takes the same time: I did the work testes using int and doubles data types and it's the same thing.

Analizing the dissamble code generated by gcc (-S parameter) I noted that the opcodes used are fadd and fmul. According wikipedia, x87 FPU in Athlon 64 employs the same time processing both opcodes.

I'd like to know what is the reason of this curiosity.

 

Thanks.

 

 

Edited by nimrodson
0

Share this post


Link to post
Share on other sites
A lot of time and effort (and die space) spent on optimizing fmul.

Are you asking for the specifics of the floating point ALU? That's getting pretty deep, man. I'd be curious to see it if anyone has access to that info.
1

Share this post


Link to post
Share on other sites

Are you asking for the specifics of the floating point ALU? That's getting pretty deep, man. I'd be curious to see it if anyone has access to that info.

 

Maybe: My interest lies on to know the hardware-algorithmics aspects behind the add and mul operations, regardless if those operations are performed in the FPU or not.

0

Share this post


Link to post
Share on other sites


A lot of operations can be hard wired to complete in a single clock cycle, if you throw enough transistors at it.

 

FDIV operation still be too slow compared to FADD-FMUL. That means FDIV requires too much transistors to approach to FADD-FMUL times?

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0