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Article #635Re: VGA, Retraces, and DMA
From: James Hague
Date: Wed, 12 Aug 1992 18:19
Date: Wed, 12 Aug 1992 18:19
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Patric Aalto writes: > >I am having big problems in coding the routines to handle these >things, whereas the polygon filling etc. routines were just solutions to >very well-defined problems, and therefore quite easy to do. I think this >is what James Hague meant, and I must say I agree with him in this. That's it exactly, with the emphasis on "well defined." Line drawing, texture mapping, 3-D perspective transformations, VGA registers, etc., are all subjects which you can walk over to your local college library or bookstore and find out all sorts of information about. Or you can subscribe to various magazines (Dr. Dobb's, etc.) and get watered down rehashes of the same thing, if you prefer. With a book or few magazine articles and a little experimentation, you're all set. The difficult things are those related to YOUR game. Some topics can be generalized to apply in many situations, but you can't buy a book explaining how to do EVERYTHING which makes your game what it is. There are technical issues, play balance issues, asthetic issues, philisophical issues, you name it. These are all fuzzy areas which nobody but you can really answer. Graphics routines, etc. are usually just the grunt work. Games written by programmers at heart usually aren't very good. -- James Hague exuhag@exu.ericsson.se
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Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!ames!sun-barr!west.West.Sun.COM!cronkite.Central.Sun.COM!texsun!exucom.exu.ericsson.se!news From: exuhag@exu.ericsson.se (James Hague) Newsgroups: rec.games.programmer Subject: Re: VGA, Retraces, and DMA Message-ID: <1992Aug12.181927.19645@exu.ericsson.se> Date: 12 Aug 92 18:19:27 GMT References: <1992Aug12.090117.11399@jyu.fi> Sender: news@exu.ericsson.se Reply-To: exuhag@exu.ericsson.se Organization: Ericsson Network Systems, Richardson, TX Lines: 27 Nntp-Posting-Host: s09a05.exu.ericsson.se