Re: graphical engines

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I think code should be written for the maximum speed, portability, re-usability,
and readability, then compiled with compilers that optomize them as much as
possible for the target CPU. Even Java bytecodes should either be translated to
the machine code for the target processor, unless the target processor uses Java
machine code.

EUPHORIA at LISTSERV.MUOHIO.EDU wrote:

> At 12:41 PM 4/20/99 -0400, you wrote:
> >Greetings
> >
> >I think that anyone who tries to wring the last remaining bit of capability
> >out of any hardware device through the composition of superior coding is
> >fine in my books, and this means especially Gamers, whose reputation and
> >often livelihood depends upon being able to do so.  This is, in fact, very
> >close to what constitutes that ephemeral thing known as QUALITY.
> >
> >I welcome the feed-back, as always
> >thanks
> >Norm
>
> I'm questioning the need for highly-optimized code these days, considering
> the power of the hardware available. I would say a majority of hardcore
> gamers have the PII(I) or similar chips, tons of RAM, and good video... I'm
> not saying we can bloat without care, but I think what programmers need to
> concentrate on these days is playability/concept. What do you guys think?
>
> My other question is, can EUPHORIA be used to write that killer game?
>
> Finally, I know there's TONS of room in the Linux community for the next
> great thing, but I figure the DOS/Windoze market is a little harder to
> enter, considering the powerhouses of EA, Interplay, etc...
>
> What do YOU think?
>
> -ck

--
Jeffrey Fielding
JJProg at cyberbury.net
http://members.tripod.com/~JJProg/

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