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- Path: munnari.OZ.AU!metro!metro!news
- From: accolyte@wr.com.au (Accolyte)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS frien
- Date: 7 Feb 1996 14:32:42 GMT
- Organization: Information Services, The University of Sydney, NSW, Australia
- Distribution: inet
- Message-ID: <2450.6612T66T607@wr.com.au>
- References: <4f6r3u$2db@sinsen.sn.no> <4f79mo$emb@serpens.rhein.de> <4fa2ru$13mk@columba.udac.uu.se>
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-
-
- > Michael van Elst (mlelstv@serpens.rhein.de) wrote:
- >: tbk@sn.no (Thore Bjerklund Karlsen) writes:
-
- >: >If you assume an
- >: >Amiga with native display, blitter and CIA should be there.
-
- >: There you are. Assumptions instead of knowledge.
-
- >: >Well known hardware.
-
- >: So well known that most c0d3r stuff breaks on hardware they didn't have fo
- >: (and sometimes even there).
-
- > Well, this discussion is getting a bit like a holy war, or so it
- > seems. I thought I might as well jump in with my two cents here...
-
- > The point in demo programming getting the _most_ out of a certain
- > hardware configuration. As soon as the performance of commonly used
- > machines is increased, new demos are released to utilize it.
-
- > Tell me, if I write a demo that crams the most out of a stock A500
- > with a rather complex display, would anyone be happy if it worked on
- > an A4000 looking exactly the same? I don't think so. The point is, to
- > the people on the seen the visual appearance of a demo is a rather
- > minor point. It's if it is _hard_ (or, preferably _impossible_) to do
- > that counts. (This is my impression, anyway, but feel free to correct
- > me if I'm wrong...)
-
- > So, let's not deny that things will _always_ run faster (if it runs at
- > all) on a certain machine if the code is hand optimized for that
- > special piece of hardware with the best algorithms. This is quite
- > obvious, I think.
-
- > On the other hand, if you want to write software for anything else
- > than to show off the limits of the hardware, then you should of course
- > instead put the main emphasis on the compatibility issues. The loss in
- > speed will mainly hit the low-end users, but if you concentrate on
- > using good algorithms, the result will be acceptable anyway. For
- > example, take Frontier. It runs with the workbench in the background -
- > there's even a patch available that lets you quit the game and return
- > to the workbench. So, it _is_ possible to do good games fully OS
- > compliant.
-
- > I think that people used with hardware bashing are a great resource to
- > us, and that they could do a great job implementing algorithms that
- > are OS compliant. Of course, they will want to continue to develop
- > on-the-bone demos just to see where the absolute limits are...
-
- > Flame, anyone? ;)
-
- Nah :) But just wondering, does Frontier use 100% system routines or
- does it hit hardware, making sure it's still friendly to the system?
- I don't think it uses 100% OS routines..
-
-
-