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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.. | ||
CMakeLists.txt | ||
doompanning.cc | ||
doomsim.cc | ||
dp_common.c | ||
dp_common.h | ||
dp_common_c_test.c | ||
dp_imgui_demo.cc | ||
dp_types.h | ||
dp_util.hpp | ||
log.c | ||
log.h |