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PocketMatrix • View topic - A whole slew of questions
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A whole slew of questions


A whole slew of questions

Postby Cardinal » Apr 26, 2007 @ 11:22pm

Hey guys.. rather than making multiple posts, I have a bunch of questions to ask so here goes.

1) What fixed point format are you using? I'm assuming 16.16?

2) Is the elapsed time per frame is in milli-seconds? I'm trying to synchronize my object movement to the frame rate so ideally it would be:

object.x += velocity.x * nElapsedTime

but that doesn't quite work. It does in floating point space... but not quite fixed point. Haven't done much fixed point though so I gotta learn a few things.

3) Is the internal triangle/texture rasterizer written in assembler? I was wondering if there was any plans to make it faster because right now it doesn't seem adequate to do anything complex unless you have a beefy processer.

4) Any plans to port the engine to BREW?
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Postby edge » Apr 27, 2007 @ 10:07am

Hi Cardinal,

I will answer your questions one by one:
1. In 3D, 20:12 fixed point is used. This precision is also used for rotation (a whole circle is a value between 0 and 4096).
2. The elapsed time is in milliseconds. When using fixed point, you need to have both the coordinates and velocity in fixed point. The elapsed time should stay as is.
3. The rasterizers are written in optimized c/c++. I've replied to your other topic about how it runs slowly on your Blackjack test device. I think it runs faster on your other test devices (for example, the Animate3D sample works relatively fast on a Nokia E60 with a 200Mhz processor and resolution of 352x416 pixels).
4. BREW is on our radar, however we can't give an estimate.
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About fixed point

Postby Zalo » Jan 24, 2008 @ 5:59pm

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Postby edge » Jan 25, 2008 @ 10:35am

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Postby Zalo » Feb 5, 2008 @ 12:06pm

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Postby edge » Feb 7, 2008 @ 9:33am

Hi Zalo,

We're aware of this bug and a fix will be available in the next EDGELIB release. Thanks for the bug report :)
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Postby Zalo » Feb 7, 2008 @ 1:01pm

And I think it would be great if matrix is accesible in classEDisplay and E3DSurface as a public attribute of with a pair of set, get methods. I love matrix control when developing in 3d ;)
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