Article View: comp.sys.amiga.tech
Article #7265Re: Animate vs Manual Blitter
From: Jean-Noel MOYNE
Date: Fri, 07 Dec 1990 23:40
Date: Fri, 07 Dec 1990 23:40
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If your objects can be only 8 points wide, and 3 colors
(you can use different colors from the backgroud), then go for sprites ...
You'll be able to animate 8 objects very quickly (and that means in sync
with the display, which is your goal for a game).
Otherwise, you can quite easilly boost the blitter's perfs
by programming it yourself. Remeber the graphics.lib routines where made
for general purposes, you can allways make a specific routine for your
needs, and it'll be a lot faster. The only problem is that the blitter is
not really easy to program by hand, and that you'll have to access it
relatively to _custombase (don't do it otherwise than this way), it's a
little dirty but if you need to modify it for a specific Amiga it can be
do easilly.
If you choose this solution, I strongly recomand you to get
the program blitlab (Radical Eye software, it's PD), and it's
documentation. Next buy some patience too (for the debuging) (-:
JNM
--
These are my own ideas (not LBL's)
" Just make it!", BO in 'BO knows Unix'
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Path: arc1-ca.pugleaf.net!utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!ucsd!dog.ee.lbl.gov!lbl.gov!jnmoyne From: jnmoyne@lbl.gov (Jean-Noel MOYNE) Newsgroups: comp.sys.amiga.tech Subject: Re: Animate vs Manual Blitter Message-ID: <8469@dog.ee.lbl.gov> Date: 7 Dec 90 23:40:25 GMT Sender: usenet@dog.ee.lbl.gov Organization: Lawrence Berkeley Laboratory Lines: 24 X-Local-Date: Fri, 7 Dec 90 15:40:25 PST References: <BZLRT1w163w@ersys.uucp> <16365@cbmvax.commodore.com>