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