•Use NVIDIA fixed-point math library |
||||
•Use fixed-point based physics |
||||
•Small I-Cache and D-caches (16k) |
||||
•Use vectors and arrays of data |
||||
•Avoid pointer chasing through small data types |
||||
•Be careful w/ C++ templates and code bloat
(which can lead to I-Cache misses) |
||||
•Avoid |
||||
•Short- and Byte- type interfaces |
||||
•Non-Identity texture matrix |
||||
•API vertex lighting (OGLES or D3Dm or JSR184) |
||||
•Consider alternative lighting strategies |
||||
•Light maps |
||||
•Pre-baked lighting |
||||
•Limited bandwidth |
||||
•Contention |
||||
•Most games that push lots of data are bandwidth
limited |
||||
•Essential to monitor and conserve system
bandwidth |