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- Path: ulke.hiMolde.no!espen
- From: espen@hiMolde.no (Espen Berntsen)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Followup-To: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Date: 26 Mar 1996 16:15:15 GMT
- Organization: Molde College, Department of Computer Science
- Distribution: world
- Message-ID: <4j956j$r1@ulke.hiMolde.no>
- References: <4iqb0a$46e@eeserver.ee.uwa.edu.au> <9907.6655T1190T2115@mbox.vol.it>
- NNTP-Posting-Host: ulke.himolde.no
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-
- Fabio Bizzetti (bizzetti@mbox.vol.it) wrote:
-
- : >AT are helping to ensure that
- : >there is a future by making sure all software will be compatible with the new
- : >machines.
-
- : Easy, just program in Basic with Plot() and do multiplications/divisions to
- : scale your drawing once you got the resolution of your display. ;-<
-
-
- Make it tile based :) then you can use floating screensizes at a factor
- of TileSize.
-
- : I bet I can do on my unexpanded Vic20 better realtime games than the ones that
- : AmigaOS allows with full, generic and "legal" OS library calls.
-
- Hmm, I get 50 fps with animated 32x32 units moving. using OS calls (I can
- get more if I skip the WaitTOF().
-
- Neim the feim
-