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by cristicbz 3888 days ago
I'm the author, no poo-poo-ing taken. You're completely right. The rendering code is shamelessly unoptimized indeed: doing frustum culling naively actually slows down the code because of the extra draw calls. I could probably get a boost in frame rate--by for instance memcpy-ing chunks into a dynamic buffer and keeping the single draw calls---although it already runs at 300 FPS on the integrated intel card of my laptop. So I'd rather add more features, testing and documentation than worry about perf just yet.
1 comments

Thank you for not taking it that way. From-scratch recreations of games and renderers are always cool, and you're absolutely right to not obsess over the performance of a Doom level renderer in 2015. I just wanted to make it clear that this is not the right candidate for a "C vs. Rust" benchmark.