Re: Fast graphics and scrolling
- Posted by Greg Harris <blackdog at CDC.NET> Jul 03, 1997
- 949 views
> 2.5x times is needed to be compared to mine and we do not have the > same definition for fixed size background. I ment your background > (the yellow to green scenery BEHIND the walls & objects). That is of > the size 320*200 and it doesn't scroll along. This is considered the > background. These are the pixels that you see-through the objects > (except your none-sprite walls, why not use cool see-through walls, > or can't it handle all those sprite so fast...??) Well first of all, let me say that the Devilman demo was written by Mark Honnor and not us. He has been helping us to develop our 2D engine and we give him free right to use our routines. I was talking about the blocks not the yellow stuff. I have another demo he sent me that uses almost all blocks and a parallax see thru type effect. The reason that the fps is so low is that his scroll engine only draws when it has to. The fps counter is not very accurate. Our engine can handle see thru walls very efficently with extremely high fps on a 486. >Hey, i'm working on SVGA, i only need some docs and help from Were working in VGA > somebody who knows assembly well and then i can write 'directly' to > the svga memory using that assembly to copy the stuff weird... > ..........hey wait, i'm not gonna tell you this ... you don't want to > share your tricks too... No need to. We plan on developing a modex library next. >> This is built into the engine, no need to worry about screen boundarys. > Depends... do you have one big see-through screen were you change > your view offset or do you move the blocks over a 320*200 virtual > screen. (And thus cutting them nicely) Actually neither one I guess. We have a routine that handles clipping and then passes it to the display routines. It does all the out of bounds checking for you. > > Sorry. The source code will be shrouded when released. The registered > > version will be used in a commercial game we are producing. > Yeah? Well mine will be free, i always learned from other people's > free code, so did eveybody. Together and with everybody's help i'll > make the best possible without charging them money afterwards to play > the game they helped design. You do it all by yourself, with the risk > of doing something wrong or just not most optimal. I believe that I did SAY a FREEWARE version of it will be released and sent to the RDS homepage. Its FREE, FREE, FREE, FREE (Get the picture?) to use in a non-comercial applications. We just do not wish to distrubute the source code. Any help that we received from others, will be recognized in our readme text and they will recieve a free copy of the engine and possible the source code. I have tried to help others by releasing code to the listserver when I can. Any code that I post on here I consider in the public domain. > Well i must warn you.. if i ever catch you peeking into my code you > can't ask money for it.. cause it's freeware.. so you must swear that > you never LOOK at my code... you can run it too see that you code > isn't the fastest (yet, i didn't see your new improved version) Well, I skimmed over it and found it to be less than interesting. I promptly deleted it from my hard drive. I always ask if I can use someone elses code before I use it, when at all possible. The only persons code that we have used is Mark Honnors (Used by permission from the author) and Pete Eberlein's code that he posted on the listserver. >I can get enough help on the mail server.. it will be your problem > mostly.. having a concurrent with free code can be diffecult if your > code isn't at least as good. However i am gonna wipe your ass if you > use any part of my code or techniques unless you can swear on your > mothers life and that of your computer that you didn't use the info i > gave on the mail server, or the info i added too the code, or the > code itself. I never said that we were competing with your code. This is being developed for a game that we will be writting for one of our clients. As as a bonus I figured that we would release a FREEWARE version of it to Euphorians to use. Like I said before, I haven't used your code nor do I want to use your code. Most of the things that you have discussed I already knew anyway or I know how to find them else where. > " a commercial game" ??? You are gonna be rich that's for sure..... Yep. That's the idea! > NOT!!!! Platform games on the pc is like pacman on a Nintendo 64. > No you need something ORIGINAL to make money.... (like Diable added > cool multi-player options and dynamically designed levels, or like > Lemmings, Or like Quake giving the best possible 3D graphics) Did I mention the fact that we DIDN'T develop the Devilman demo? What part of that statement do you not understand? And yes our commercial product will have 3D graphics among other things like multiplayer network/modem games. > Your platform will not even be as good as Jazz JackRabbit, a classic > you at least need to defeat can you call your game commercial..... See above.. > Well, like i said, more your than mine problem! Sounds more like your problem. We never started this flaming war in the first place. You did. Greg Harris blackdog at cdc.net Hollow Horse Software