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- Newsgroups: comp.sys.amiga.graphics,comp.sys.amiga.hardware,comp.sys.amiga.misc
- Path: news.kei.com!ub!dsinc!scala!news
- From: dave.haynie@scala.com (Dave Haynie)
- Subject: Re: RTG and Amiga
- Sender: news@scala.scala.com (Usenet administrator)
- Message-ID: <1996Jan16.230014.11412@scala.scala.com>
- Date: Tue, 16 Jan 1996 23:00:14 GMT
- Reply-To: dave.haynie@scala.com (Dave Haynie)
- References: <wfblanDL5rr5.ItI@netcom.com>
- Nntp-Posting-Host: gator
- Organization: Scala Computer Television, US Research Center
-
- In <wfblanDL5rr5.ItI@netcom.com>, wfblan@netcom.com (Wells Fargo Bank) writes:
- >Currently, the Amiga has EGS and CyberGfx as RTG standards. These, however,
- >hardly compare with the RTG abilities, for instance, on the Mac.
-
- Of course they do. Graphics.library isn't a elegant as QuickDraw in
- some respects, but it's just as effective an abstraction.
-
- >When will the Amiga have such a standard that no matter what you are
- >using as a video source, anything will work through it?
-
- When programs stop bypassing the graphics.library and hitting the
- hardware directly. This isn't done on the Mac. That's partially
- because Apple has been alot nastier at breaking programs that even
- bend the rules under MacOS, and partly because there was nothing very
- interesting to bang these in the first place, especially on early
- Macs.
-
- >It is nice to get AGA quality with a video card, but it is a bummer
- >to not be able to actually be able to use a lot of the AGA programs
- >(games in particular) with the video card.
-
- It's the game program at fault, there's nothing the Amiga OS can do
- about this. Now do realize that if programmers were forced to use
- graphics.library for games, these games would run considerably
- slower. Apple didn't have much in the way of games for years on the
- Macs, because nothing much beyond static adventure games would play
- well. Now, sure, they have Doom and lots of other modern games. But
- you could have these, too, on an A4000/060 with a 64-bit Cybergraphics
- board, though graphics.library. You're not getting this on an A1200
- with AA chips.
-
- >Is a RTG standard that will work 'no matter what' a project under
- >discussion?
-
- You don't understand the point of RTG. Or, apparently, what a graphics
- library does, and what a game does differently. I hope I've cleared
- this up a bit.
-
- >Or as long as there is hardware 'banging' will this never really be able
- >to happen?
-
- There you go. You can write hardware dependent code or hardware
- independent code, to do most anything on a computer. What makes the
- latter independent of the hardware is that it "speaks" to a layer of
- software, using some abstraction. That software, ideally part of the
- OS, will in turn bang the hardware. When the hardware changes, this
- interface layer changes along with it. The application stays the same,
- so it works on the new hardware as well. But running that extra
- software layer takes CPU cycles. Game programmers on the A1200 demand
- every cycle for themselves. In all honesty, they do often need it.
- PowerMacs, Pentiums, and the lastest crop of game machines (Sony,
- Nintendo, Sega) are substantially more powerful than the A1200. I'm
- talkin' like 5x-10x in the CPU, up to 50x-100x on the graphics side,
- depending on the specific thing you're looking at.
-
- >And does that mean that nobody bangs the hardware on the Mac?
-
- Basically, Apple got real mean if you did it. They didn't originally
- give a damn about game programs, that's what (at the time) Apple IIs
- were for. Knowing they'd break, if possible, on a new OS or hardware
- platfrom, and held up an object of ridicule, few every broke the
- programming rules on the Mac.
-
- Dave Haynie | ex-Commodore Engineering | for DiskSalv 3 &
- Sr. Systems Engineer | Hardwired Media Company | "The Deathbed Vigil"
- Scala Inc., US R&D | Ki No Kawa Aikido | info@iam.com
-
- "Feeling ... Pretty ... Psyched" -R.E.M.
-
-