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Author Topic: The First Annual Festive Amiga Game Making Competition  (Read 28261 times)

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Offline SamuraiCrow

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Re: The First Annual Festive Amiga Game Making Competition
« on: December 10, 2009, 08:22:33 PM »
@leszeka33
If you want a next-gen Amiga contest, go start one of your own on AmigaWorld.net.
 

Offline SamuraiCrow

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Re: The First Annual Festive Amiga Game Making Competition
« Reply #1 on: December 20, 2009, 07:21:55 PM »
@leszeka33

In English, the repeated Zzz symbolizes snoring.  Apparently cpfuture is sleeping through your argument.

As for my argument, 24-bit color is fine for still-frames but for animated BOBs you want either 32-bit color or an alpha-equipped 16-bit for best results.  The reason 24-bit sucks for games is that it doesn't always fit on an even size or wastes memory by leaving pad bytes unused on a psuedo 32-bit without alpha blending.

8-bit chunky is faster than AGA but that only helps for individual pixel reads and writes like those used in texture mapping and image rotations (the latter of which can be precalculated).  BOBs are faster in 8-bit chunky also.
 

Offline SamuraiCrow

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Re: The First Annual Festive Amiga Game Making Competition
« Reply #2 on: December 21, 2009, 05:55:46 PM »
Quote from: leszeka33;534707
Yes I know.
 Write of one pixel is 30 times faster on 8-bit chunky, than the planar mode.
Filling the area is 100 times faster 8-bit chunky, than the planar mode.
On the same computer.
AGA chipset should be in the museum.
 Even 68020 procesor is faster than bliter in the Amiga.

8-bit paletted resolutions on ANY chipset are ALREADY in the museum.  All modern chipsets use fragment shaders for backward compatiblity in OpenGL or DirectX for this capability.  What's your point?

As for AreaFill being slow, it's becuase it fills individual polygons rather than combining the fill for the entire screen.  It's not as useless as you would lead us to believe.