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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Amiga programmers in deep shit...
- Date: 5 Jan 1996 16:24:27 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4cjjbr$4im@maureen.teleport.com>
- References: <19960104.549D10.14D00@tbag.org>
- NNTP-Posting-Host: kelly.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Michael Rivers (mrivers@tbag.org) wrote:
- : SS> I never read your post about ROVM (Read only virtual memory).
- : SS> I will detail my question in case you missed it: How will you load
- : SS> an upcoming music module while the game is playing at 60fps (ex:
- : SS> Your race car enter a tunnel) Or loading the surouding map data (ex:
- : SS> A wizard & a small dragon walk to a dungeon , isometric 8way scroll
- : SS> view 60fps, 1000*1000 world map)
- : SS> Should the race game stop a second or so to load the new music?
- : SS> Should the wizard freez for a second or so to load the new map region?
- : SS> oh, yea, I know your answer... Get an extra meg of memory.
-
- : The average HD is 50 to 100 times faster than a floppy.
- : I don't think it's going to be a problem.
-
- Well, imagine this: a game play at 60fps. require maybe 70 to 80% of
- the frame each frame for its logic. Where in this setup can you call
- the OS to read data?
- The floppy controler use assigned DMA slot, basicly read the data for
- free. The only job you need to timeslice is MFM decoding (with
- checksum to please people with flacky drive), maybe decompressing .
-
- Stephan
-
-
- Stephan
-