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- Path: sparky!uunet!gossip.pyramid.com!pyramid!cbmvax!rutgers!psinntp!psinntp!viper!news
- From: brett@visix.com (Brett Bourbin)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- Message-ID: <BxM1ED.J61@visix.com>
- Date: 12 Nov 92 15:51:49 GMT
- References: <36847@cbmvax.commodore.com>
- Sender: news@visix.com
- Reply-To: brett@visix.com
- Organization: Visix Software, Reston, Virginia
- Lines: 43
-
- In article <36847@cbmvax.commodore.com> peter@cbmvax.commodore.com (Peter
- Cherna) writes:
- > In article <BxGvwE.4op@visix.com> brett@visix.com writes:
- > >Please! Hitting the hardware != POORLY Written Software
- >
- > Of course they're not equal. But there is a strong correlation. We
- > know. Part of our living is investigating software that dies under
- > new OS's/machines. A great fraction of this software dies because
- > because it hits the hardware or otherwise circumvents the OS when
- > playing by the rules would have suited the application just fine.
-
- This is true. If you don't follow the rules, there will be problems. By
- all means, if the OS can do the job you need done, USE IT. The area I am
- trying to address is where the OS can not do the job. This is not the
- fault of the C= programmers, but that the OS routines need to be
- generalized.
-
- > >There is well done software to has to go to the hardware
- > >There is poor software that goes to the hardware
- >
- > In particular, there is plenty of poor software that _unnecessarily_
- > goes to the hardware, and that fact is a major contributor to their
- > poorness.
-
- But there are times when you do need to hit the hardware. ie. Trying to
- run a 3D textured graphics program, updating at 30fps on a 68020-based
- machine. The 1M standard in the A1200 will help eliminate one the reasons
- why going to the hardware was a necessity.
-
- The problem now is trying to still be competative in the games market.
- Look at the IBM games now, 256 color palettes and some SVGA games are
- making their way to the stores; the Sega has a great sprite engine that
- dwarfs the Amiga; the SNES graphics are even better (if you don't mind
- programming on a 6502-type chip (boy, you get spoiled working with the 68K
- series)). If the Amiga is going to survive in the games market, we need
- AGA games. If you keep the documentation to AGA internal, you basically
- say to many game developers (like me), "your not welcome here anymore".
-
- > Peter Cherna, User Interface Development Group, Commodore-Amiga, Inc.
- -- __
- Brett Bourbin \ / /(_ /\/ 11440 Commerce Park Drive
- brett@visix.com \/ / __)/ /\ Reston, Virginia 22091
- ..uupsi!visix!brett Software Inc 703.758.8230
-