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- Path: sparky!uunet!olivea!mintaka.lcs.mit.edu!ai-lab!case!dmb
- From: dmb@case.ai.mit.edu (David Baggett)
- Newsgroups: comp.sys.atari.st
- Subject: Re: The compatibility story (Falcon & A1200)
- Message-ID: <1ivsjdINNril@life.ai.mit.edu>
- Date: 13 Jan 93 01:51:41 GMT
- References: <1993Jan11.113722.5383@gdr.bath.ac.uk> <1itc67INN4vm@life.ai.mit.edu> <C0r8Ew.Cyx@gpu.utcs.utoronto.ca>
- Organization: MIT Artificial Intelligence Laboratory
- Lines: 25
- NNTP-Posting-Host: case.ai.mit.edu
-
- In article <C0r8Ew.Cyx@gpu.utcs.utoronto.ca> gbcusg@gpu.utcs.utoronto.ca (I. Barnett) writes:
- >Game writers have no choice but to search through the OS for tricks to
- >use.
-
- They don't *have* to be so lazy. The information is out there; you
- just have to look a bit. I'm not saying game programmers suck, or STOS
- sucks either. I'm just saying that all the things that don't work on
- STe's, TT's, Falcon's, etc., COULD have been written to work fine ahead
- of time without impacting the speed. I know because I've been part of
- a project that's very much along those lines. And yes, it was more work,
- but it was time well-spent, IMHO.
-
- >Developers are the most important resource a hardware vendor has and
- >Atari has shown their developers absoultely no respect. No wonder
- >Atari's programming 'rules' are being broken by programmer.
-
- I'm not going to disagree with that at all. Atari made mistakes
- regarding their dissemination of information to developers. But
- the situation is not so bad that you're forced to break the rules.
-
- Dave Baggett
- --
- dmb@ai.mit.edu MIT Artificial Intelligence Laboratory
- ADVENTIONS: interactive fiction (text adventures) for the 90's!
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