AFAIK, nobody ever ported Doom to run on a Cray 1. The scalar CPU should be fast enough (in 1976!) to draw 320x200, but memory would be an issue because it wasn't byte addressable -- you could only load and store aligned 64 bit values, and a max of 1M elements would be a pinch. \
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You could burn instructions to shift and mask on the low order address bits, but a faster path would be to interleave 8 independent textures at different bit positions in the words, and have specialized texture mapping routines with a constant shift and mask. I don't recall ever\
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considering that arrangement, but there may have been relevant consumer systems where doing it for 2 or 4 bit textures packed in bytes would have been helpful.
Figuring out how to best exploit chained vector instructions for texture mapping on the Cray would be phase two.
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"The world's most expensive loveseat!"
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I'm sure you have about 10,000 more important things on your plate, but I'm curious.
Have you done any "unconventional hardware" doom ports yourself?
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I did enough ports to conventional hardware with all the console versions!
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