Re: Fast graphics and scrolling

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> > 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.
        ModeX is cool, handy for scrolling & cutting, hey small pieces get
copied faster on the video memory than on real memory. Larger pieces
were copied slower to the video memory than to another part of
memory.

> >> 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.
        So the last one thus, your drawing is on a 320*200 screen (virtual
or not) and every thing that is placed on it is cut if needed. (that
was the last)

> > > Sorry. The source code will be shrouded when released. The registered
> > > version will be used in a commercial game we are producing.
>
> 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.
        You skimmed over a 1000+ lines file and conclude it didn't had
anything usefull, you're a fast reader then.

> 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.

        Sorry, your right, i was a bit argogant here.

> 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.
        3D, like raycasters?
        In Euphoria for Dos, we'll i'll see it then.
        If you can ever make it, it will problely be about 99% asm.
        And the multiplayer thing was asked by Somebody else, he wanted to
set a server or anything like that, however i also think (like Daniel
Berstein said) that you better wait for a win95 version and then call
the winsock dll.

> Sounds more like your problem. We never started this flaming war in the
> first place. You did.
        Started a war?
        All i heard was someone thinking they could be rich and already have
a too buzy agenda...... (that's pretty arogant)
        It was that last sentence of you that had set this tone.

Ralf Nieuwenhuijsen
nieuwen at xs4all.nl

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