{"id":46,"date":"2023-07-17T17:50:09","date_gmt":"2023-07-17T17:50:09","guid":{"rendered":"https:\/\/blogs.scummvm.org\/eklipsed\/?p=46"},"modified":"2023-07-17T17:50:41","modified_gmt":"2023-07-17T17:50:41","slug":"new-game-plus","status":"publish","type":"post","link":"https:\/\/blogs.scummvm.org\/eklipsed\/2023\/07\/17\/new-game-plus\/","title":{"rendered":"New Game Plus"},"content":{"rendered":"<p>Well guys, I already got optimizations done for x86_64 and ARM on the Adventure Game Studio, which is almost everything I wanted done with it anyways. All I have left is optimizing it for PowerPC, (and possibly other architectures, but I can&#8217;t think of any other ones). Anyways, my mentors and I both thought it would be better to also work on the general Graphics::ManagedSurface code and optimize that instead of optimizing only AGS code. So my plan looks as follows:<\/p>\n<ul>\n<li>Clean up the Graphics::TransparentSurface code by moving its blitting functions into graphics\/blit-alpha.cpp.<\/li>\n<li>\u00a0Then add the relevant blitting methods into Graphics::ManagedSurface, and then&#8230;<\/li>\n<li>Phase out Graphics::TransparentSurface, first by removing it from the Broken Sword 2.5 engine, and then possibly removing it from the other engines.<\/li>\n<li>Then start on a way for me to put CPU extensions detection into ScummVM so I can use SSE2\/SSE4\/AVX depending on what&#8217;s available (or NEON if arm7 supports it).<\/li>\n<li>Actually implement the vectorized versions of the blitting\/blending code for the new Graphics::ManagedSurface.<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>And when I finally get back to my AGS code, I will have to just make sure that it compiles on all of ScummVM&#8217;s targets (even if I didn&#8217;t specifically optimize for them, you know just in case), and try to get PowerPC to work (it was proving quite difficult as I don&#8217;t have PowerPC hardware except for my Xbox360 I guess).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Well guys, I already got optimizations done for x86_64 and ARM on the Adventure Game Studio, which is almost everything I wanted done with it anyways. All I have left is optimizing it for PowerPC, (and possibly other architectures, but I can&#8217;t think of any other ones). Anyways, my mentors and I both thought it [&hellip;]<\/p>\n","protected":false},"author":18,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-46","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/posts\/46","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/users\/18"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/comments?post=46"}],"version-history":[{"count":2,"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/posts\/46\/revisions"}],"predecessor-version":[{"id":49,"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/posts\/46\/revisions\/49"}],"wp:attachment":[{"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/media?parent=46"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/categories?post=46"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.scummvm.org\/eklipsed\/wp-json\/wp\/v2\/tags?post=46"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}