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Most users ever online was 250 on Mon Aug 15, 2005 6:10 pm

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Quake 3 For Android
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Post Quake 3 For Android 
An anonymous reader writes "Over the last two months I ported Quake 3 to Android as a hobby project. It only took a few days to get the game working. More time was spent on tweaking the game experience. Right now the game runs at 25fps on a Motorola Milestone/Droid. 'Normally when you compile C/C++ code using the Android NDK, the compiler targets a generic ARMv5 CPU which uses software floating-point. Without any optimizations and audio Quake 3 runs at 22fps. Since Quake 3 uses a lot of floating-point calculations, I tried a better C-compiler (GCC 4.4.0 from Android GIT) which supports modern CPUs and Neon SIMD instructions. Quake 3 optimized for Cortex-A8 with Neon is about 15% faster without audio and 35% with audio compared to the generic ARMv5 build. Most likely the performance improvement compared to the ARMv5 build is not that big because the system libraries of the Milestone have been compiled with FPU support, so sin/cos/log/.. take advantage of the FPU.''<p><a href="http://games.slashdot.org/story/10/02/25/0548259/emQuake-3em-For -Android?from=rss"><img src="http://games.slashdot.org/slashdot-it.pl?from=rss&op=image&style= h0&sid=10/02/25/0548259"></a><a href="http://www.facebook.com/sharer.php?u=http%3A%2F%2Fgames.slashdot .org%2Fstory%2F10%2F02%2F25%2F0548259%2FQuake-3-For-Android" target="_blank" title="Share on Facebook"><img src="http://a.fsdn.com/sd/facebook_icon_large.png"></a>
  
      <a href="http://twitter.com/home?status=Quake+3+For+Android%3A+http%3A%2F %2Fbit.ly%2FdCCFOB" target="_blank" title="Share on Twitter"><img src="http://a.fsdn.com/sd/twitter_icon_large.png"></a></p><p><a href="http://games.slashdot.org/story/10/02/25/0548259/emQuake-3em-For -Android?from=rss">Read more of this story</a> at Slashdot.</p>
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