Re: Fast graphics and scrolling
- Posted by Ralf Nieuwenhuijsen <nieuwen at POP.XS4ALL.NL> Jul 04, 1997
- 953 views
> > 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