Doom Iphone source code review
Summary
This design actually share a lot of similarities with the technique called "Triple buffering" which goal is to totally decouple the GPU from the displays refresh rate. I was surprised not to find any usage of , an object allowing to link a method call with a screen refresh that showed HUGE performance (at least according to my experimentations. But OpenGL doesnt work with palettes (actually you have access to on iPhone 3GS but the plateform is still marginal and even worse: Colors are expanded (converted to RGBA) making their use counter-productive! Something new compared to the PC version is the spinnning wheel, prompting you to wait at the beginning of each level: Attached Instruments to Doom (running on iPhone, not XCode simulator) provided some cool datas regarding the cost of every operations: • as seen previously the brain of the application. Attemp to compile with iPhone SDK 3.0 but gcc raised an unusual error: A trip Down The PipeLine : Oldie But Goodie (and a pure gem that helped me to understand homegenous coordinates system and perspective projection).