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OpenAL:
 So I'm maintaining my own MacOSX OpenAL implementation now.
  http://icculus.org/al_osx/

 Latest in CVS now has a vectorized mono8 mixer. Plus the mono mixers no
 longer fall back to scalar mixing unless absolutely forced to, and will
 make allowances for unaligned data. Now mixing mono sources in a real
 would scenario like ut2003 is up to four times as fast. Not bad.

 The ut2003 patch, as it stands right now, is spending 4% of it's time in
 openal.dylib...this is because I added support for AL_EXT_vorbis, so the
 burden of Ogg Vorbis decoding has moved to OpenAL from the main game
 code...overall, this is faster, but it makes it look like OpenAL is
 taking more CPU than it should. When you factor this in, actual real time
 spent in AL doing AL things is closer to 1.3 percent of the CPU. I'm
 running out of things to optimize (just that pesky __alcMixContext(),
 really, which could gain us 0.1%), so we might be hitting the glass
 ceiling now. The hottest in openal.dylib is now __alMixMono16_altivec(),
 which tends to come in around 0.7% of the CPU in a ut2003 match...looking
 at the assembly, I think this could get a lot more speed if gcc had a
 better code generator (spends 50% of its time waiting on a load from
 memory instead of doing something else in the order I requested, because
 it appears to be attempting to be clever and reuse a register foolishly).
 I should try this with IBM's compiler again and see what it spits out.

 I shouldn't bitch...the AL that ships with the retail ut2003 disc spends
 like 25% of the CPU screwing around, not counting vorbis decoding, so I'd
 say we're doing much, much better now.


Duke3D:
 Stuff on the MacOS TODO list:
  1) x86 compatibility for savegames
  2) keeping Mac/PC networking in sync
  3) Coming up with a server browser/matching service.
  4) Add Cmd-Q as a quit key.
  5) Race condition in audiolib causes occasional crash.
  6) Ship it.


UTPG:
 Please stop emailing me to ask if this is done yet.

 Our source repository was experiencing technical difficulties for, well,
 quite awhile. We're back online now, so we're gonna get all our changes
 merged and move forward now. Hopefully there will be a new release soon.


Devastation:
 Please stop emailing me to ask if this is done yet.

 Server is out. Details here.
 Beta 1 of the Linux client is avaiable. Get it.


Unreal Tournament 2003:
 Trying to beat Panther out the door with a ut2003 patch, since there's a
 nasty rendering bug in ut2003 that ATI users will see in Panther. More
 details on this soon.


Postal 2:
 Please stop emailing me to ask if this is done yet.

 The karma source is in my hands now, but the legal paperwork is still
 being done. :(


MOHAA:
 Yes, I know the binary expired. A new binary will be along
 shortly. Sorry about that.

 Talked with EA today about Breakthrough, hoping source will be coming my
 way shortly, once all the NDA stuff is cleaned up.


America's Army:
 Linux 1.9 is live: http://icculus.org/news/news.php?id=1616
 ...and the Mac version: http://icculus.org/news/news.php?id=1622

 If you're running on Linux and having trouble with Punkbuster because it
 wants to write to a directory you don't have permission to, please read
 this:

  http://americasarmy.com/forum/viewtopic.php?topic=88357&forum=43

 You do NOT have to run the program as root. We'll automate this for the
 next release, but this'll get you running in the short term.


Other stuff:

 Nothing to say, or at least, no time to say it.

--ryan.


When this .plan was written: 2003-10-20 07:03:34
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