at the core of the LTM project lies a highly optimized innerloop for drawing gouraud-shaded texture-mapped polygons. supported by some simple, yet very fast perspective projection functions and an assembly .gif-reading function, it made a nice start for an engine.
LTM was later used in odipheus, the base engine for a never-to-be game called modified.
core written in assembly. making optimal use of the pentiums parallel processing capabilities.
- for a great read on optimizing code for the Pentium™ I highly recommend "How to optimize for the Pentiumô microprocessors" by Agner Fog. This excellent work was of great help with all the optimizations within the LTM code.
gouraud shaded. a lookup table with a ramp for every color in the 8bit paletized textures was generated on startup.
transparency mask. using binary operations, branch mispredictions are avoided completely.
odipheus was to be a crawler type engine, not unlike the engine used for Bullfrog's excellent Dungeon Keeper, which was released just a couple of months later.
Sadly due to limited time schedules and people emigrating, the odipheus project was discontinued.
LTM DOS LINKS
|agner.org||Agner Fog's Software optimalization resources|