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Article #1089

Re: real sprites

#1089
From: brian schmidt
Date: Thu, 08 Oct 1992 19:43
26 lines
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In article <1992Oct7.002801.2610@cam.compserv.utas.edu.au> scarnie@esk.compserv.utas.edu.au (Stuart George Carnie) writes:
>
>IBM on the video card, thus giving it power never imagined before. With 32-bit
>machines becoming more common, imagine, not just the arcade style games, but the
>3D, VR sort of games, giving the processors more time for calculations.  
>Anyway, I hope other programmers agree (Ok gamers aswell)

This may be a great idea in theory, but implementation may be difficult
Not for any hardware problems, but the "chicken and egg" software problem.

You will have a very hard time selling sprite boards unless there is
software that uses it, but you won't get the software developers to
develop for it unless there are a LOT of theme out there.  
One more problem is that most of the bigger software companies' games
have to support their products on lots of different platforms, and have
the games play basically the same on all of them.  The general 
philosophy tends to be "the game has to play on a very basic system.  If
we support 'cool' hardware (eg. MT32 audio, svga, etc) it will make the
game look/sound cooler, but will not affect the basic play of the game.
I.e. we won't do a game that REQUIRES a player to have some extra 
hareware."  
However, that might be a neat project for a small software house, maybe
packeged with the hardware....just a thought.....

-Brian Schmidt (free-lance sound developer for arcade/cartridge games)
A
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References: <kennehra.718319025@craft.camp.clarkson.edu> <gate.05B6RB1w165w@toz.buffalo.ny.us> <1992Oct7.002801.2610@cam.compserv.utas.edu.au>

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From: emuly@chinet.chi.il.us (brian schmidt)
Subject: Re: real sprites
Message-ID: <BvtIss.CHM@chinet.chi.il.us>
Organization: Chinet - Public Access UNIX
References: <kennehra.718319025@craft.camp.clarkson.edu> <gate.05B6RB1w165w@toz.buffalo.ny.us> <1992Oct7.002801.2610@cam.compserv.utas.edu.au>
Date: Thu, 8 Oct 1992 19:43:39 GMT
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