No description
Approach is to have one SDL_Texture per doom and use SDL_RenderCopy() with different destination rectangles to compose the layout. Apart from SDL_UpdateTexture() and SDL_RenderCopy() no work is done per doom. This scales up to ~200 doomsim instances. After that the frametime increases rapidly and all my cores are maxed out. TODO: test without spawning doomsim processes! |
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| external | ||
| src | ||
| .clang-tidy | ||
| .gitignore | ||
| CMakeLists.txt | ||
| README.md | ||
= doompanning