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To do something basic like a Hello World program on a console like the Nintendo 64 you wouldn't need to use the GPU to do the rendering, you can just write your message directly to the framebuffer. The framebuffer is were the rendered image is stored before it's scanned out to the TV. The RCP Documentation linked to at the bottom of this page does a very ...


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Setting the CVar might lag a little, sure, but that's okay - you're already parsing the text input from a command. To optimize it if you must, hashing the name to an int for a quick lookup map is all you need. You could also make a directory structure, EG sv points to the sub-map containing sv_cheats to further minimize lookup comparison count. It's getting ...


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You are talking about string interning. It is widely used in compilers to represent identifiers. Basically, when the string is parsed from the command line or a text file, it is looked up in a global table. If it is already present, then it is assigned a number, and that number is returned. If not, then it is assigned the next available number, which is ...


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First, avoid premature optimization. As Matthias notes in the comments, keep your implementation simple until you actually experience a performance problem that you can attribute (via profiling) to the configuration variable system. One of the big potential performance issues in an implementation like the one you have described will be the string ...


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Usually, the reason that consoles perform better than PCs with equivalent hardware is that the hardware available on a given console is well-defined, and it is possible for programmers to make optimizations that are not possible for PC games, which need to run on a wide range of hardware configurations. AMD's Mantle API for PC boasts the ability to make ...



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