Re: Sprite & Screen techniques & EU Games

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Seasons Greetings,

In response to Ralf's comments about my mode X library, it would seem that
I won't be needing a sales staff with Ralf around to voluntarily promote my
work smile

In my opinion, every program should be written with a specific graphics
mode in mind, and use an appropriate graphics library.  I think it would be
better to use a library that is fast and has a lot of features limited to a
single mode than use one that runs slow but supports every mode.  With all
the libs out there, someone should take a look at each and compare them,
list features and post the results on a web page or something.  This would
make choosing a specific lib to use easier for some people.

On the subject of asm... using third party libraries is a bit tricky
depending are whether the libs are written in 32-bit or 16-bit code.  The
docs for the mod player attached to Ralf's post were obviously written for
16-bit programs.  Converting to 32-bit asm may not be trivial.  I haven't
taken a good look at Microsoft's .lib docs yet, but if those are 32-bit
code, then linking them might be very possible.

As for the discussion on a Descent clone, C.K.L wondered about the author
of the texture mapping demo, yes it was me.  Euphoria, with the ability to
link to machine code routines, makes just about anything possible, as long
as you know asm.  As I mentioned above, all asm has to be 32-bit to be
compatible with the CPU mode that Euphoria runs under.  I think a virtual
reality engine for Euphoria may not be long in coming, as I have seen a lot
of talent displayed so far.  Everyone, please keep sharing knowledge and
code, so we all may benefit from it.  I'm thinking I need a reference from
Plato's "Allegory of the Cave" right here.  I for one have been continually
inspired by stuff I see other people doing, though I have to agree with
Michael Packard - someone finish a game!

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       \/____/       \/____/xseal at harborside.com\/____/

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