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000067_amos-request@svcs1.digex.net_Thu Sep 2 08:04:41 1993.msg
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Date: Thu, 2 Sep 1993 13:44:09 +0200
From: Tjark Kalow <tjark@uni-paderborn.de>
Message-Id: <199309021144.AA05132@formentera.uni-paderborn.de>
To: amos-list@access.digex.net
Subject: Re: Global Strings
In-Reply-To: <9309010636.memo.74741@BIX.com>
References: <199308311456.AA24729@formentera.uni-paderborn.de>
<9309010636.memo.74741@BIX.com>
Status: RO
Hello sfmcnally,
On Wed, September 01, 1993 you wrote about the subject
'Re: Global Strings':
> Re: Gosubs vers Procs
>
> Sure, but when you're writing your 'worlds best game', do you want nice looking
> source code, or a blazingly fast fun machine? ;)
>
In most cases, AMOS is fast enough to do structured programming. Game
programming, of course, is a big exception from the rule. I've talked
to a professional games programmer recently and he said that they're
hacking the hardware like hell and don't care about structuring the
proggy.
But it looked to me that you recommend to always use GOSUBs instead
of PROCs and that makes your code hard to understand.
> So what if your source is the ugliest thing ever written, heck, I sometimes
> can't tell what parts of my game's source do! :)
> But it works anyway!
Sure it works, but when you say that even you can't read it anymore
then, you will understand what my point was...
Greetings,
Tjark
--
This is a typical case, whom we shall refer to as Mr. A, although
his real name is this:
+----------------------------------------------------------------+
Name: Tjark Kalow E-Mail: tjark@uni-paderborn.de
Address: Thorenknick 6
33100 Paderborn
Country: Germany
Tel.: 0 52 52 / 39 12 (phone answering system)
Computer: AMIGA 500 KS1.2 1MB w. 2 drives
Occupation: Student
+----------------------------------------------------------------+