Re:Three lessons I learnt from porting Diablo
by samlittlewood on Friday December 04, 2009 @08:10AM
(#976271)
Fortunately, the Watcom compiler (tool of choice at the time) had a mechanism for describing register use and side effects of embedded code fragments - somewhat like gcc.
It was common for any 3d games to have 16.16 fixed point type all wrapped up in macros using asm fragments. The crucial thing was using a 64 bit intermediate for muldiv and mulacc expressions.
It was common for any 3d games to have 16.16 fixed point type all wrapped up in macros using asm fragments. The crucial thing was using a 64 bit intermediate for muldiv and mulacc expressions.