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