No description
Without spawning doomsims the SDL_UpdateTexture()+SDL_RenderCopy() way does scale well: with 1024 non-spawned dooms I'm at 19.4 fps, 51.5 ms/frame. A single core is maxed out all the time and it's nicely jumping between cores. |
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external | ||
src | ||
.clang-tidy | ||
.gitignore | ||
CMakeLists.txt | ||
README.md |
= doompanning