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For more details here is the fully unrolled loop that I used as a map while reading the code.

It is a standard main loop for an id Software engine. Except for Sys_StartAsyncThread which indicate that Doom3 is multi-threaded. The goal of this thread is to handle the time-critical functions that the engine don't want limited to the frame rate:


Trivia : idTech4 high level objects are all abstract classes with virtual methods. This would normally involves a performance hit since each virtual method address would have to be looked up in a vtable before calling it at runtime. But there is a "trick" to avoid that. All object are instantiated statically as follow: idCommonLocal commonLocal; // Implementation idCommon * common = &commonLocal; // Pointer for gamex86.dll Since an object allocated statically in the data segment has a known type the compiler can optimize away the vtable lookup when commonLocal methods are called. The interface pointer is used during the handshake so doom3.exe can exchange objects reference with gamex86.dll but in this case the vtable cost is not optimized away.

Trivia : Having read most engines from id Software I find it noticeable that some method name have NEVER changed since doom1 engine: The method responsible for pumping mouse and joystick inputs is still called: IN_frame().