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Re: [Enigma-devel] Maemo Port for Nokia Internet Tablets


From: Pipeline
Subject: Re: [Enigma-devel] Maemo Port for Nokia Internet Tablets
Date: Sat, 16 Feb 2008 12:15:59 -0500

----- Original Message ----- From: "Ronald Lamprecht" <address@hidden>
To: "Till Harbaum / Lists" <address@hidden>
Cc: <address@hidden>; "Pipeline" <address@hidden>; "Tacvek" <address@hidden>; "Erich Schubert" <address@hidden>
Sent: Saturday, February 16, 2008 5:28 AM
Subject: Re: [Enigma-devel] Maemo Port for Nokia Internet Tablets



As I mentioned above I am more than happy with the speed! This does in fact seem to make 100% of the levels playable. This will require extensive playtesting which i am more than happy to help out with :)

That is good news :-)


After some playtesting, i did manage to find a few areas (although these are more rare now) where performance is an issue. A simple example would be Enigma II - 20 Meditation. On this level it begins very smoothly, only after setting four balls into the hollows does a performance issue become apparent, at which time the performance drops to around 3 fps and setting a fifth ball reduces performance to around 2fps and a sixth perhaps 1fps. So the holes (hollows) seem to be adding a significant amount of computation overhead which the 400mhz ARM cpu can't keep up with. I tried looking into the source code however this is rather complicated to determine what might be causing. I am guessing this is some sort of math calculation which adds forces when in hollows but i can't pinpoint. I have tried compiling with flags to enable hardware floating point ( -mcpu=arm1136j-s -mfpu=vfp -mfloat-abi=softfp) which has worked well on other ports but makes no difference when added to src and lua project makefiles.

Any ideas on whether this is avoidable? Or could it be the default maemo libm (which, i believe, does not take advantage of floating point) is the culprit?

Please do not release any port based on a developmental build! Besides breaking compatibility you would cause problems due to unfinished changes. E.g. the current trunk has a few levels that are either unsolvable or can be shortcutted due to current unfinished reengineering work.

But it would be o.k. to apply the perfomance tuning patches to the 1.01 release. Of course you would have to check for possible sideeffects. But I assume that the following patches should merge with 1.01 without problems:

Tunk revisions: 549-555, 557, 564, 566, 568, 569, 573


Ok, since my primary user (me) has access to... umm... playtest... experimental builds this is no problem :) If i decide i need earlier solution for other users or Till's modifications, i suppose we can do a build based off your suggested 1.01 trunk revisions.

We can either make a branch from the 1.01 release, apply the patches above and you can add any further Maemo patches you like. You would be free to release a 1.01 based Maemo version anytime. But of course we would need to merge the relevant changes lateron manually to the trunk.

Or we can make a working branch of the 1.10 trunk to prepare and test all Maemo changes necessary for a synchronous 1.10 release.

You would need Berlios developer account anyway. Please email me your account names for granting access to the Enigma repositories.


deasterday username would be fine, thanks. For simplicity i am mainly interested in 1.10 maemo trunk/branch.





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