Modernize Classic PC Game Performance
Budget: £250 – £750 GBP
I’m reviving an older PC game whose entire game-loop was tied directly to CPU cycles. On today’s multi-gigahertz processors that means characters sprint at light-speed, menus animate erratically, and animations desync. I need the timing logic decoupled from raw clock speed and replaced with a frame-rate independent solution so the experience feels identical on any modern Windows machine.
The current source compiles, but the cycle-based code makes it unplayable on contemporary hardware. Your task is to profile the bottlenecks, implement a reliable timer or fixed-timestep approach, and smooth out any knock-on issues that appear once the core loop is refactored (physics accuracy, input buffering, sound sync, etc.). I’m focused purely on performance optimisation; graphical overhauls or new content can stay untouched.
Deliverables
• Updated source with cycle-independent timing logic
• Compiled build that runs consistently on Windows 10/11 at common refresh rates (60 Hz, 120 Hz, 144 Hz)
• Brief technical write-up explaining changes, so I can maintain the project going forward
If you routinely tame legacy C/C++ or DirectX/OpenGL code and have a good eye for deterministic timing, you’ll find the project refreshingly straightforward. Let me know how you would approach isolating the timing dependencies and provide an estimated turnaround.
The current source compiles, but the cycle-based code makes it unplayable on contemporary hardware. Your task is to profile the bottlenecks, implement a reliable timer or fixed-timestep approach, and smooth out any knock-on issues that appear once the core loop is refactored (physics accuracy, input buffering, sound sync, etc.). I’m focused purely on performance optimisation; graphical overhauls or new content can stay untouched.
Deliverables
• Updated source with cycle-independent timing logic
• Compiled build that runs consistently on Windows 10/11 at common refresh rates (60 Hz, 120 Hz, 144 Hz)
• Brief technical write-up explaining changes, so I can maintain the project going forward
If you routinely tame legacy C/C++ or DirectX/OpenGL code and have a good eye for deterministic timing, you’ll find the project refreshingly straightforward. Let me know how you would approach isolating the timing dependencies and provide an estimated turnaround.
Related categories:
C Programming
Game Design
C++ Programming
Unity 3D
Software Development
Game Development
Game Testing
DirectX