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- Path: sparky!uunet!cbmvax!chrisg
- From: chrisg@cbmvax.commodore.com (Chris Green)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- Message-ID: <37027@cbmvax.commodore.com>
- Date: 13 Nov 92 13:35:17 GMT
- References: <Bx7782.CKD@kingston.ac.uk> <1992Nov5.184916.17436@sth.frontec.se> <1927@lysator.liu.se> <BxAMtH.Aos@cck.coventry.ac.uk> <36816@cbmvax.commodore.com> <1992Nov13.085247.58456@qut.edu.au>
- Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
- Organization: Commodore, West Chester, PA
- Lines: 75
-
- In article <1992Nov13.085247.58456@qut.edu.au> podesta@qut.edu.au writes:
- >Underestimate the performance of the system routines?????????
- >Come on, is that possible. True, that 2.x is much better than 1.x and
- >3.x sounds great, but there's still NO way your gonna write a game
- >like Shadow of the Beast III that will run on a 1meg A500 using system routines!
-
- An A1200 isn't a 1meg A500. AGA chip specs will in no way aid
- in writing demos and games that work on 1meg A500's.
-
- >And to compete with the Console games, and to get people to buy your games,
- >and just to feel proud of your games, you need to target that kind of level
- >of speed, graphics and gameplay.
-
- Once speed is at an acceptable level, and graphics are good
- (which is to a large degree determined by the skill of the artist
- drawing them, rather than which bits are set in which registers),
- work spent on speed at the expense of work spent on gameplay is
- wasted and can easily translate into lost sales. In fact, a good
- marketing tie-in is worth more to a product's sales than any
- AGA register bit.
-
- Also, isn't it kind of hard to compete with the people using
- the OS? Developers using screens & viewports for their games already
- have all their stuff working in 256 colors simply by changing
- a depth of 5 to one of 8, and can already be started on re-doing
- the art. Hardware hackers have to go back and re-write all of
- their routines. And don't think that it's simply a matter of setting
- the right bit in the right place. None of your ECS scrolling and copper
- routines will come close to working without being re-written. It
- took more than a man-year to get all of the view creation stuff
- (arbitrary overscan, all resolutions, scrolling, color table loading,
- and support for 1x,2x, and 4x fetch modes) working perfectly. And we
- had full access to the people who designed the chips, schematics of
- the chips, and logic analyzers monitoring pins which let us see the
- internal operation of the fetch engine. We also had an entire PA
- department, more AGA machines than any game company would have,
- and the whole commercial developer community to make sure we got it
- right. To throw all of this away and start from scratch is hardly
- a competitive action.
-
- > There's no market for games and demos that
- >only run on 68020 machines and above.
-
- Than there's no market for AGA games and demos. So why do you
- want the register list?
-
- >In demos??? They must be pretty lame if some hardcoded effects are slower than
- >the system software.
- I've seen plenty of demos, particularly 3d ones, that I
- could have coded faster using OS routines. Some of these 3d
- demo coders seem to have spent more time figuring out how to draw lines
- using the blitter than they did learning the 3d math, and use
- ridiculously inefficient methods.
-
- ..Remember that demos and games can use the fact that
- >they are not generic - we don't have to worry about window clipping or
- >multiple tasks or I/O because these are all controlled.
-
- The OS doesn't worry about clipping either. One tst.l of rp_Layer
- and it branches to non-clipping versions of the drawing routines. And if this
- is too slow, than its perfectly alright to write directly to the bitplanes
- with the CPU or blitter, if you're careful.
- Multiple tasks don't matter either. A task running at a priority
- above input.device will get all the CPU it wants.
-
-
-
- --
- *-------------------------------------------*---------------------------*
- |Chris Green - Graphics Software Engineer - chrisg@commodore.COM f
- | Commodore-Amiga - uunet!cbmvax!chrisg n
- |My opinions are my own, and do not - icantforgettheimpression o
- |necessarily represent those of my employer.- youmadeyouleftaholeinthe r
- |"A screaming comes across the sky..." - backofmyhead d
- *-------------------------------------------*---------------------------*
-