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- Path: sparky!uunet!gatech!nscf!lakes!rock
- From: rock@lakes.trenton.sc.us (Rockerboy)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Going to the metal
- Message-ID: <RwqqwB5w165w@lakes.trenton.sc.us>
- Date: Sat, 02 Jan 93 03:32:26 EST
- References: <lk1di9INNrsa@exodus.Eng.Sun.COM>
- Reply-To: rock@lakes.trenton.sc.us (Rockerboy)
- Organization: Lakes Public Access
- Lines: 39
-
- cmcmanis@pepper.Eng.Sun.COM (Chuck McManis) writes:
-
- > The problem, presented in these terms, is much more simply stated:
- > "The O/S model embodied in the Amiga is too complex and thus
- > unsuitable for the development of short lifetime, real time
- > applications."
-
- I am in complete agreement on this point. I have, in fact, mentioned it
- several times. (That is, that from a game perspective, coimptability is
- not so terribly important...)
-
- > One solution to this problem might be to provide an Operating system
- > model that is tuned to game writers. Clearly such an O/S would have
- > the appearance of writing directly to the hardware, however that
- > hardware could be suitably masked behind the OS. A really good example
- > of how one might accomplish this is the "virtual" 8086 mode of the
- > '386 and '486. Here a hardware page fault mechanism is used to "catch"
- > writes to the things that are hardware registers on the original
- > PC, and do something "useful" with them based on the actual hardware
- > of the system. Certainly something like that could be done on any
- > Amiga with a MMU, but it could also be done using the existing messaging
- > system. Imagine if you will a "spec" that says that address X contains
- > the X position of the mouse, Y contains the Y position, and Z contains
- > the state of the buttons. Further, J contains the bits associated with
- > joysticks 1 and 2 in the upper and lower 4 bits and at address I
- > is the bits for the display plane 0, I+n plane 1, etc. Now using this
- > virtual machine is just as easy as using the actual hardware, except
- > that now, the changes in the O/S are "invisible" to games that use
- > them.
-
- I think this is a great idea, and an acceptable one at that. Perhaps a
- library of sorts, a hardware.library? In fact, I suspect it would prove
- itself nicely. Programmers might even release 'custom' versions, etc., as
- we have seen with other libraries. Then the only issue one would see
- would be whther or not people were using the 'official' library. It
- would be patently obvious why programs crashed if the user were running
- the 'elite7hardware.library'. ;)
-
- And with any luck, the library would not be written in C...
-