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- Path: sparky!uunet!gatech!concert!aurs01!klassa
- From: klassa@aurs01.UUCP (John M. Klassa)
- Newsgroups: comp.sys.atari.st.tech
- Subject: "fast" sprites in C
- Keywords: "sprites", C, efficient
- Message-ID: <61138@aurs01.UUCP>
- Date: 8 Sep 92 16:06:39 GMT
- Sender: news@aurs01.UUCP
- Reply-To: klassa%aurfs1.aur.alcatel.com@rockdal.aud.alcatel.com (John Klassa)
- Followup-To: poster, comp.sys.atari.st
- Organization: Alcatel Network Systems, Raleigh NC
- Lines: 32
-
- Hi All-
-
- I've attempted, on a couple of occasions, to write silly little games
- for my own amusement. What I always run into, though, is terrible,
- terrible performance when I try to put objects on the screen and
- animate them. My mind keeps going back to that ST classic
- "Megaroids," which was claimed to have been written in C (although I'm
- not positive that they didn't use assembler in there somewhere). How
- do you, the readers of comp.sys.atari.st.tech, get good performance
- when doing sprites? *Must* I use assembler, or can it be done in C?
- (My problem is that I don't know assembler...) On a related topic, I
- remember a long discussion between (I think) Dave Baggett and somebody
- else, on the topic of double-buffering & handling it during vbl and so
- on... Is double-buffering pretty much the only way to give animated
- games that "smooth" look? If so, I would imagine that assembly is
- required there, too...
-
- Thanks for any and all input!
- John
-
- P.S. How do y'all handle keyboard input? i.e. How can I detect when
- multiple keys are in the down position? How can I turn every
- key into a "shift-like" key, so that the player can hold it down
- as long as he/she wants to without it going into repeat mode, etc.?
-
- Thanks again!
-
- o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
- o John M. Klassa o
- o Alcatel Network Systems, Inc. --- Raleigh, NC --- (919) 850-1246 o
- o Email: klassa%aurfs1.aur.alcatel.com@rockdal.aud.alcatel.com o
- o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
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