The Haskell code I started on is a port of the original Wolf 3D. My notes from four years ago on the iOS port: http://www.idsoftware.com/iphone-games/wolfenstein-3d-classic-platinum/wolfdevelopment.htm …
@cocoalabs the original iPhone got fill rate limited when a few sprites piled up, it wouldn't have been able to hold 60 under stress.
-
-
@ID_AA_Carmack@cocoalabs How about the latest iPhones - do they generally get fill-rate limited in games? Or is the CPU the weak link?Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
-
Čini se da učitavanje traje već neko vrijeme.
Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.