On May 9, 10:03 pm, Terje Mathisen <spamt...@[EMAIL PROTECTED]
> wrote:
> Indeed.
>
> I was sure that I had the victory to "Dr Dobbs Second Annual Code
> Optimization Challenge" all sewn up:
>
> I had very code data compression, I worked on four cells in parallel,
> and I used the minimum possible (i.e. 3) updates to modify the
> surrounding cells when anything changed.
>
> David Stafford didn't only beat me, but he did so by a factor of two, by
> taking advantage of the fact that the 486 target cpu had an 8 KB L1
cache.
>
> My algorithm did less work, and was faster when a lot of cells were
> alive, but after the first 200 generations or so, David's working set
> started to fit in L1 cache, and he blew me away from that point on. :-)
>
On May 9, 10:03 pm, Terje Mathisen <spamt...@[EMAIL PROTECTED]
> wrote:
>
> Indeed.
>
> I was sure that I had the victory to "Dr Dobbs Second Annual Code
> Optimization Challenge" all sewn up:
>
Wasn't this the one that Mike Abrash wrote about in his Graphics
programming black book?
Recently I came across this game of life algorithm called HASHLIFE,
its been there for quite a while, I wonder how come no one used that
in that challenge.
It apparently can calculate millions of generations per second
(displaying a frame only once in a while). Theres a nice
implementation called golly, which is really fun to play with.
On an other note, I havent seen anything on the web about Michael
Abrash ( apart from some reference on radgametools.com and the fact
that he is ( was? ) in the X-BOX team ). I wonder where he is now.
Vivek


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