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- Path: sparky!uunet!mcsun!sunic!psinntp!psinntp!tfd!afp!gna!amipb.gna.org!amipb
- From: amipb@amipb.gna.org (Philippe Berard)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- Message-ID: <amipb.03cl@amipb.gna.org>
- Date: 19 Nov 92 02:13:24 GMT
- References: <1992Nov11.124537.21704@sth.frontec.se> <1992Nov11.150900.15090@imada.ou.dk> <1992Nov15.104025.10090@sth.frontec.se>
- Organization: IWANIMA
- Lines: 33
- X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
-
- In article <1992Nov15.104025.10090@sth.frontec.se> bjst@sth.frontec.se (Bjorn Stenberg) writes:
- > breese@monet.imada.ou.dk (Bjoern Reese) writes:
- > > Consider this: "The more knowledge people have about the hardware the more
- > > likely their programs will work well."
- >
- > Well, this HAS been tested for the past seven years, with little success...
- >
-
- All I can say is to agree with you, that acceeding to the hardware with
- system calls is an improvment, but for us, system programmers.
-
- What about fast games with animated 3D textures, rotative scrollings,
- moving copperlists ? You know, the game market is what makes the Amiga
- live today, and CBM shouldn't put limitations of that kind to the game
- programmers, as it's gonna kill the game market, still saturate with
- Sega/Nintendo machines.
-
- I've done some tests on my A2000 '030 kick v3.0 machine, and even if
- the graphics routines are faster, they're not as fast as 'pure' assembly
- ones, because they're doing many tests before going to the real stuff.
-
- A better way to put a limitation on the Amiga's programming jungle would
- be to distribute the RKM Hardware Ref. Man. *ONLY* to the game companies,
- not directly to the public.
-
- Sincerely,
- -- Philippe
-
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