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Posted

Due to recent complaints about slowness i recompiled DCME with all boundary checks and floating point error checks off in the compile options.

This can give a huge boost in speed (with my particle engine i went from 800ms --> 100ms), especially with a lot of floating point calculations and arrays (the latter especially in DCME).

 

Note though, that when it crashes now, it'll crash good. Windows XP handles still handles it pretty well, throws Access Violations and with the error send report thing. But for win95/98/Me users, any error will result in a BSOD.

 

Luckily most of the methods are surrounded by error checks, so that won't hopefully occur (but hey, theres always a bug lurking around).

 

You could compare it with compiling a c program that has no array boundary checks and you let it overflow, that kinda error.

 

Try if you find DCME too slow, else use the normal version (although it doesn't matter THAT much if you use xp)

 

 

Note to sama: throw out the f*cking full screen radar display (especially the forced ones when zoomed out much), it slows everything down to a crawl blum.gif

Posted

zoom out once, try drawing with pencil fast with full screen radar ticked and without.

 

 

OR you could just update the radar only when the action is done, like when you mouseup in most cases

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