[quote]First off, I hope my rather childish turn of phrase didn’t drive you away in any part. As swpalmer indicated above, maybe I picked up on a tone that was intended to be there in your posts. If anything, it’d be pretty useful to have an objective C++ games developer around.
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+1 :-/
not referring to you Kev, but now the sky seems to have cleared, I have to admit I had my share here too for a bit I’m afraid. I was basically trying to make (some of) the points princec and swpalmer have made in a much better way, but I just ended up annoyed and sounding like dork instead . :-[
Sorry about that
Although I still think the physics benchmark can be useful, maybe we could also gather as much as possible profile data (starting with our own games perhaps) so we can actually see in numbers exactly how important pure number crunching really is across different games, so how much impact a, say 20% performance loss, really has in the whole picture.
EDIT: In my game, >70% of the time is spent in org.lwjgl.opengl.Window.swapBuffers, >15% in various other openGL functions, the remainder <15% in everything else. This is on the client VM.
Now I have to admit there’s not much else going on than fancy graphics zipping by that you have to destroy, but hey, it’s an example
EDIT: Maybe I should start another thread for this…