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 | ||