Article View: rec.games.programmer
Article #597Re: VGA, Retraces, and DMA
From: Peter SPHINX Cellik
Date: Wed, 12 Aug 1992 08:05
Date: Wed, 12 Aug 1992 08:05
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1833 bytes
In article <1992Aug11.213141.25593@exu.ericsson.se>, exuhag@exu.ericsson.se (James Hague) writes:
|> Daniel Reznick writes:
|> >
|> >But, this is all necessary in order to write games.
|> >In fact, this is the hardest part of writing a game. Once all of the
|> >low level graphics work is done, the logical parts that link it together
|> >is almost trivial by comparison
|>
|> You're kidding, right?
|>
Why should he be. What is more difficult than creating the low
level graphics routines? Movement? Rotation? Perspective
rendering, possibly, but there is no use rendering an image
if you are going to display it in a video mode that is slow and
does not convey the information effectively.
The disscussions here are very important to define the limits
on which a game can be designed. Once you have defined those
limits, you can then apply your pretty algorithms to make the
game, there is no use designing a game if you do not know what
speed constraints you have.
SPHINX
Besides, I was enjoying the current threads. If you can not
handle it, try rec.games.player, no tech stuff required. :-)
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=== SPHINX ===
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Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!uknet!axion!pcellik From: pcellik@axion.bt.co.uk (Peter SPHINX Cellik) Newsgroups: rec.games.programmer Subject: Re: VGA, Retraces, and DMA Message-ID: <1992Aug12.090535@axion.bt.co.uk> Date: 12 Aug 92 08:05:35 GMT References: <62430017@acf3.NYU.EDU> <1992Aug11.213141.25593@exu.ericsson.se> Sender: news@axion.bt.co.uk Reply-To: pcellik@axion.bt.co.uk (Peter SPHINX Cellik) Organization: British Telecom Research Labs Lines: 32