Article View: rec.games.programmer
Article #2068Re: Gaming System vs. PC
From: Ian Ward
Date: Sun, 24 Sep 1995 15:26
Date: Sun, 24 Sep 1995 15:26
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Daniel Leslie (dml@spuddy.mew.co.uk) wrote: [...] > Getting back to the other thing one of the reasons console platformers will > look better(ie smoother) than PC ones is because of the slower vertical > refresh, giving more time before each vblank. And don't forget that the > consoles usually use character mapped displays, so its a lot easier to > update a 1K screen(SNES) than a 64K screen. So until there's a PC with VRAM > wired onto the CPU bus with a 50/60Hz display, I'll stick to the SNES for > my platformers. Well, the Sprite & Scrolling Engine I'm working on for the PC obviously can't boast a character-mapped display and hardware sprites, but it's about as close as you can get through emulation. And what about speed? The demo I put out awhile ago with full-screen scrolling and 8 fair-sized sprites bouncing around ran at a full 60fps on a 386sx20 with a 16-bit VGA. Just think about how much time that would leave on the average system. [ Ian Ward | iward@chat.carleton.ca ] - all the usual disclaimers apply. (I know, shameless plug... but if you're interested, watch for my upcoming beta announcement)
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Newsgroups: rec.games.programmer,comp.os.msdos.programmer,comp.lang.c++,comp.lang.c,alt.msdos.programmer Path: arc1-ca.pugleaf.net!howland.reston.ans.net!torn!nott!cunews!wabakimi!iward From: iward@chat.carleton.ca (Ian Ward) Subject: Re: Gaming System vs. PC X-Nntp-Posting-Host: wabakimi.carleton.ca Message-ID: <DFF1K4.BA9@cunews.carleton.ca> Sender: news@cunews.carleton.ca (News Administrator) Organization: Carleton University X-Newsreader: TIN [version 1.2 PL2] References: <43p94q$q1f@over.mhv.net> <DF9F0p.5FD@eunet.ch> <DFB506.FyM@news.zippo.com> <811885866.27479@zonk.team17.co.uk> <DFEn7s.K68@spuddy.mew.co.uk> Date: Sun, 24 Sep 1995 15:26:28 GMT