home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: comp.sys.atari.st.tech
- Path: sparky!uunet!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watmath!watcgl!electro.electro.com!george
- From: george@electro.electro.com (George Reimer)
- Subject: Re: "fast" sprites in C
- Message-ID: <1992Sep14.164515.25363@electro.electro.com>
- Organization: Electrohome Ltd., Kitchener, ON, Canada
- References: <61138@aurs01.UUCP> <UefNt=q00VorIjCEdL@andrew.cmu.edu>
- Date: Mon, 14 Sep 1992 16:45:15 GMT
- Lines: 32
-
- In article <UefNt=q00VorIjCEdL@andrew.cmu.edu> sm86+@andrew.cmu.edu (Stefan Monnier) writes:
- >
- >But, sure this precise part of sprite display should be written in
- >assembler, as you sure can get a speed improvement of about 2 to
- >much more (depending on the compiler and on you).
- >
- >In general, high speed can be achieved with a little of assembler
- >on the critical points and a lot of C for the rest. Of course
- >all assembly can give you a bit mor speed (helpful to
- >get the real 'video-game' feeling, I think)
- >
- > Stefan Monnier
-
- The speed improvement of 2 or more, are you comparing
- assembler versus the C code equivalent?
-
- How do the VDI calls compare? ( specfically the
- raster operations ? ) Are they usefull only for
- prototyping or can one implement a reasonable animation?
-
- I am currently using the VDI calls to cut and paste
- Neochrome type images, and they seem reasonably fast
- but then again, I'm not making many repeated calls.
-
- If these calls are poor performers, is there assembly source
- code avaiable to replace them?
-
- --
-
- _______________________________________
- |---|---|line--upon--line---|---|---|---| watmath!watcgl!electro!george
- |---|--building the foundations-|---|---|---| george@electro.com
-