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- Path: news.vol.it!news
- From: bizzetti@mbox.vol.it (Fabio Bizzetti)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.advocacy,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake.... API paradox
- Date: 30 Mar 1996 02:36:49 GMT
- Organization: Video On Line
- Distribution: world
- Message-ID: <3806.6663T207T510@mbox.vol.it>
- References: <790.6661T1230T236@amiga.pp.se>
- NNTP-Posting-Host: molcl2.vol.it
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
-
- >In a message 28-Mar-96 10:24:06 Allen Pouratian
- ><allenp@nima.eecs.berkeley.edu> wrote:
-
- AP>> Why not move to the Clones? We could have minimum A500 performance on
- AP>> all
- AP>> 486's in all it's wonders AND the have the world's largest software
- AP>> library and userbase.
-
- >Because Intel is a swearword in we can't have that in a new Amiga, can we? ;D
-
- Agreed, I add that SVGA makes a even worse effect ;)
-
-
- >Besides, i've heard about people using an Amigaemulator which really works on
- >a PC. From the same sources i've also heard that it's halfspeed A500 on a
- >P100. Sounds like an anyspeed 486 wouldn't cut it by a long shot. Remember
- >the custom chips in the Amiga. They don't come cheap to emulate. Atari ST is
- >a stock 68k singletasking system with no special hardware. Not much to
- >emulate, IMHO.
-
- Nope, the UselessAmigaEmulator is really useless, I mean, having a 24bit (or
- 12bit in case of OCS/ECS) display you can fully emulate the stuffs the copper
- does, like if you do a simulation and a "photo" to the simulated screen.
-
- I would like to see how many seconds/frame the Pentium needs to emulate a
- copperlist that is not just the simplest LOAD_BITPLANE_POINTERS one. :D
-
- Noway..
-
- And, whatever it is, no CPU will ever emulate properly (and realtime) the
- copper when it makes something really useful. We're back into non-realtime,
- where everything is possible, besides a realtime use of it (as i.e. games need).
- The CPU cannot follow the raster, perform complex tasks (such as AgaEXTENDER's
- digital mixing, interpolation, scaling, YUV conversion, etc..) and (also if
- it's a 20000Mhz CPU) still executing the main program, neither if it has the
- fastest interrupt handing possible/impossible. Getting another CPU? So why
- bother and dont just get a separate raster CPU instead? ( = copper ).
-
- Hardware emulation? (it's already a contraddiction and paradox in terms).
- Noway. Just take WorldConstructionSet 2.0 and imagine it comes directly
- from the latest emulator of a 20000 MIPS Cray's Flight Simulator. Will you
- say the Amiga is emulating a Cray? You can if you want, but this makes sense
- only in applications, "realtime" needs hardware, not software. You can do
- eveything in software, you just need hardware to make it in useful time, or
- we would use a 7Mhz 68000, emulating the FPU and 68040 full instructions set,
- crunching the ram to simulate more of it. Rather than a real 68040 and real
- 16Mb of ram.
-
- This is the difference between Games and Applications, this is the
- difference between hardware-optimized-programming and API's "abstract hardware"
- non-optimizable (because abstract and thus unknown) programming.
-
- You can say that with the best API you can make Doom fast ""enough"", but this
- doesn't change that you're dreaming.
-
- I can mathematically demonstrate that if (hypothesis) God makes the *perfect*
- API, it will suck bigtime in real applications, unless you write a specific
- API for each game and specific hardware drivers for each API.
- You then get back direct-hardware-programming with your same hands.
-
- Paradox of API and non-API; they're 2 equidistant points in the same circle.
-
-
- Let's use these wonderful (really) pieces of software, the API's, OS and C++
- for applications, expecially when they're multiplatform (generic code).
- But who of these generic programmers bothers about demos/games is guilty.
-
-
- >--
- > Regards TMB PGP public key available
-
- Regards v2.0
-
-
- /-----------------------------------------------------------------------\
- | Fabio "Maverick" Bizzetti - bizzetti@mbox.vol.it - Maverick* at IRC |
- | The maker of "CyberMan" and "Virtual Karting" |
- | working on "VirtualRally" & "StarFighter" |
- \-----------------------------------------------------------------------/
-
-