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Article #942

Re: Animation Speed & Redraw

#942
From: Boerge Noest
Date: Thu, 06 Sep 1990 12:13
26 lines
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In article <4265@crash.cts.com> uzun@pnet01.cts.com (Roger Uzun) writes:
>I have written several commercial games on a variety of systems, and I really
>have rarely  found it desireable to maintain a 3rd "clean" bitmap around for
>starting with a clean background.  What you propose requires moving a clean
>bitmap with no oibjects in it, into one of the displayable raster maps,
>then simply drawing the objects on that clean background, then doing
>all over again for the other bitmap after you switch views.  
>This requires more overhead in almost all instances than saving the
>recangular background behind raster objects, the restoring it and redrawing.
	Is it just me, or is there actually a faster way:
-Redraw all bobs for every new frame
-Split the screen into chunks that fits the blitter nicely (16x16)
-When you cut in a bob keep a list of which chunks are touched
-When you need your new frame restore all touched chunks
-Cut in your bobs once more

Optimize this as much as you can.

Wouldn't this work well?
>
>-Roger
-- 
_____________________________________________________________________________
|///  borgen@stud.cs.uit.no   (Borge Nost)   				 \\\|
|//   ...and then there was AMIGA...					  \\|
|/    studying at the worlds northernmost university			   \|
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Path: arc1-ca.pugleaf.net!utzoo!attcan!uunet!tut.cis.ohio-state.edu!snorkelwacker!bloom-beacon!eru!hagbard!sunic!nuug!hod!stud.cs.uit.no!borgen
From: borgen@stud.cs.uit.no (Boerge Noest)
Newsgroups: rec.games.programmer,comp.sys.amiga.tech
Subject: Re: Animation Speed & Redraw
Message-ID: <1990Sep6.121322.8222@hod.uit.no>
Date: 6 Sep 90 12:13:22 GMT
References: <4265@crash.cts.com>
Sender: news@hod.uit.no (USENET News System)
Organization: University of Tromsoe, Norway
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