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- Hi again,
-
- > >I very nearly bought a TI99/4A, but given their history I was lucky.
- > Well, I put two games on the market in France for this machine, and made
- > about 30000FF with them, because people were frustrated of good soft. For a
-
- :-)
-
- > The QL never was very much developed here. BTW, where do you live exactly?
-
- At least the QL shows that we need have no fear of our dear Ataris. There
- is almost as much support for it now as there ever was. The machine itself
- hasn't been in production for 10 years or so, but new hard and software is
- still released. You can upgrade it by plugging in a fast 68020 card or buy
- a _very_ cheap 68LC040 card to put in a PC for example.
- (The '040 card with 4Mbyte RAM costs somewhere around 300 pounds!)
-
- I live in Gothenburg, Sweden. You'll be able to see it on TV shortly, since
- we have a _very_ big sports event coming up.
- Check out the links on my WWW site for some nice pictures.
-
- > >For a lot of things I really think we should use GCC. It produces very good
- > >code (but far from usable for graphics of course) and there is likely to be
- > >a _lot_ of general house keeping and such.
- > Not so much, I think. Why?
-
- Well, there always is... ;-)
-
- Perhaps 'general house keeping and such' wasn't a good expression. I tried
- to group together everything but the actual graphics/sound. That would be
- loading of WADs, writing of save files, menu handling, position tracking
- etc. I think the AI had better be written in C as well if it's ever
- going to work, at least if it's any good.
- C compilers like GNU C are very good at what they do. The main problem is
- that C can't express the sort of things you want to do in many graphics
- routines for example. A portable language shouldn't.
-
- > >MGIF I write everything in C at first and then optimize the most speed
- > >critical parts (mainly GIF loader and various chunky to planar conversions)
- > >by rewriting them in assembly. That way it's quick to get it all working.
- > >I still keep all the original C code in the sources for the future.
- > For most applications, it's the best way to work. But a game, like a demo,
- > is a very different matter.
-
- Perhaps if you want to use _every single_ cycle you've got, but there's
- absolutely no point in doing that except for things that run say a couple
- of thousand times per second or so (not ment specifically). On the PC side,
- as well as most of the newer consoles, just about everything is done in C
- or C++, with a couple of small assembly routines. DOOM itself is a good
- example of just that.
- The Falcon is not fast, but with a little DSP help it's not _that_ slow.
-
- > >C++ as in dview is probably not a good idea, though, since virtual memory
- > >would likely be needed to compile the program. I run Outside all the time,
- > >but I don't know how common that is.
- > Not very common.
-
- Even among programmers?
- How can anyone live with 4Mbyte on a Falcon, let alone program on it?
- When I've loaded all the utilities and stuff I like to have available,
- GCC would be hard pressed to compile a single line.
-
- > >Having smarter monsters could be fun, but it could also make many levels
- > >totally impossible.
- > Why not make a parametrized smartness?
-
- We'd have to find someone well versed in AI to do that kind of thing, I
- think. Smartness is bad enough without making it variable.
-
- Anyway, there are levels in DOOM where I think it's almost necessary to
- make use of the specific behaviour of the monsters. If they were to run
- around obstacles in new ways, things could get difficult.
-
- > >Without the texture mapping, I think Descent would be doable. Certainly not
- > >as fast as a non-textured DOOM, but not too bad either.
- > Yes, of course descent would be doable without the textures, because then it
- > becomes very similar to Starglider II.
-
- Similar perhaps, but the world is much more complex IIRC. Mind you, I've
- only played Descent for 5 minutes or so and Starglider around the same.
-
- > Yes, and in fact, I think this should be an open project. I mean, the
- > sources should be available for all to improve. BUT in order to keep some
-
- I agree completely.
-
- > coherence and compatibility between your version and that of your neighbour,
- > all improvements should be sent to a single group or person so that it can
-
- Yes.
-
- > be included in an official new version. Otherwise, people would have to look
- > in 12 different FTP sites and 34 BBSs to get the latest, complete thing.
-
- We won't be able to avoid all of that anyway, but we should of course do
- what we can.
-
- > >Is the sound in DOOM directional? If not it should be very simple to add.
- > >(The sound that is, not the directionality.)
- > Yes, it is. But why would this be a problem?
-
- Perhaps games mostly fake that kind of thing by using different volumes
- for left and right. I think much/most studio recorded music does it that
- way as well unfortunately. From speakers it may sound acceptable, but with
- earphones it can be very distracting. For music this is usually not too bad
- (I don't know why. Perhaps there's so much sound everywhere.), but in a game
- where there's just a few sound sources it can sound really funny.
-
- For real directional sound you'd have to phase shift an appropriate amount,
- which I don't think is trivial (I've never tried, though).
-
- The guys who made Substation seemed to be very proud of their sound engine.
- Did that do more complicated stuff than directional sound?
-
-
- Ooops, my train is leaving in a couple of minutes!
-
- Regards,
- Johan
-
-