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I've checked that compressing the IWADs with Zennode or ZokumBSP makes them faster. As you said, having smaller lumps makes them more cache friendly, as the cache in 386/486 systems is very limited. Maybe having also smaller number of nodes, segments, etc reduces the number of iterations the game engine has to do. I'm still learning how the blockmap thing works, what do those 0000 headers exactly? |
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The blockmaps in all of id's maps aren't compressed. Rebuilding them to be compressed could make the game more cache friendly. You could also rebuild them to perhaps be without the 0000 header in each block and have that checked by the algorithm as part of the code rather than having to traverse the blockmap for this entry every time.
The 0000 checks are mostly not needed if I'm not mistaken, but at slow player speed does affect gameplay due to bad collission code. Maybe you could enable the 0000 check only when the player/projectile/monster is moving slowly?
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