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- From: mlelstv@specklec.mpifr-bonn.mpg.de (Michael van Elst)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- Message-ID: <1992Nov12.212747.23646@mpifr-bonn.mpg.de>
- Date: 12 Nov 92 21:27:47 GMT
- References: <1992Nov2.201536.9913@vax.oxford.ac.uk> <OD.6badnetOA92-901-302p0_52f54996@piraya.bad.se> <1992Nov11.115501.22945@ifi.uio.no> <BxK0xp.Fou@cck.coventry.ac.uk>
- Sender: news@mpifr-bonn.mpg.de
- Organization: Max-Planck-Institut f"ur Radioastronomie
- Lines: 32
- Nntp-Posting-Host: specklec
-
- In <BxK0xp.Fou@cck.coventry.ac.uk> csg019@cck.coventry.ac.uk (-~=Zaphod=~-) writes:
- >Yeah, has anyone every tried to get ScollRaster working under 1 frame ;)
-
- That depends on the size of the area to be scrolled. Usually a ClipBlit
- is better if you don't want the freed area to be erased (but want to
- redraw it yourself).
-
- >Is the graphics library written in assembly language?
-
- Partially.
-
- >If not, whats the point in writting games in 68k if they call routines written
- >in C?
-
- C doesn't need to be slow, especially for complex routines.
-
- >Absolutely, some one could try to see how much speed difference there is
- >between a hardware hack written for the A500 and the OS friendly version,
- >written for the A4000.
-
- The A4000 wins of course :)
-
- >Does anyone actually use SortGlist (or whatever) for games anyway?
-
- Do most game programmers in their wisdom even _consider_ using OS routines ?
-
- Regards,
- --
- Michael van Elst
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