How to distribute executables that take maximum advantage of the clients hardware Hi there, I am toying around with my own small C++/OpenGL game engine which I might use to publish some small games in the future. However, there is one question that bothers me for a while now. How do I make sure, that my executable takes full advantage of the client systems hardware if some features need to be known at compile time? For example: My engine supports SSE registers of arbitrary size. If I compile with AVX2 enabled, the code won't run on processors that do not support AVX. If I use just SSE 4.2 then I would not utilize the full potential of the processor. How is such a problem usually solved? Do I build an executable / library for every kind of architecture option and select the right one dynamically on the client system? Alternatively, I could build the binaries on the client system during installation but I am not sure if this a good way. So what is the way, this is usually handled? Greetings https://ift.tt/eA8V8J
Hi there, I am toying around with my own small C++/OpenGL game engine which I might use to publish some small games in the future. However, there is one question that bothers me for a while now. How do I make sure, that my executable takes full advantage of the client systems hardware if some features need to be known at compile time? For example: My engine supports SSE registers of arbitrary size. If I compile with AVX2 enabled, the code won't run on processors that do not support AVX. If I use just SSE 4.2 then I would not utilize the full potential of the processor. How is such a problem usually solved? Do I build an executable / library for every kind of architecture option and select the right one dynamically on the client system? Alternatively, I could build the binaries on the client system during installation but I am not sure if this a good way. So what is the way, this is usually handled? Greetings
from GameDev.net http://bit.ly/2DUMetd
from GameDev.net http://bit.ly/2DUMetd
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