Shallot
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better int_pow algorithm, and why use int_pow in the first place?
I noticed that int_pow in the math.c file uses the O(n) obvious algorithm or computing pow instead of the method of repeated squaring, which is O(log(n)). Is there any reason for that? Also, I noticed that int_pow is only ever used with a base of two... so why use it when bit shifts will do?
@ChrisCalderon I've fixed this also in my fork: https://github.com/preillyme/Shallot/commit/20d72dc541160f9b38d61c03552aa6a3c620d15d
@preillyme I actually changed this on my local copy, but after testing it I didn't see a noticeable difference so I forgot about it lol. Is your fork in active development?
@ChrisCalderon I'm trying to start working on this project. As it's interesting to me. I want to try adding GPU support.
@preillyme There is actually already a project that does this with your GPU, it's called Scallion. I've never used it though. I'm interested to see what you do with your fork!
Yeah @ChrisCalderon — I've looked at https://github.com/lachesis/scallion but I want to try it with this project instead of using MONO.