Welcome, Guest. Please login or register.

Author Topic: Game programming on the Amiga  (Read 5944 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Game programming on the Amiga
« on: February 06, 2004, 03:01:18 PM »
Quote

bloodline wrote:
SDL is vital for any Game development.


I don't like SDL much personally. An alternative would be a good thing...

...;-)
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Game programming on the Amiga
« Reply #1 on: February 06, 2004, 03:19:32 PM »
Quote

bloodline wrote:
I've found it invaluble, speeding up the time taken to get ideas from paper to live working err... puppies... :-?


Whatever gets you off the ground. I do like the concept of SDL, just not the overall implementation.
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Game programming on the Amiga
« Reply #2 on: February 06, 2004, 03:31:10 PM »
Quote

Glaucus wrote:
By the sounds of it, SDL is not that useful if you're interested in 3D, correct?


I couldnt really say. AFAIK, SDL is usually used in conjunction with OpenGL for 3D.

I just wanted something similar for C++, using OOP paragdims in the design, so I've been working that way instead.
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Game programming on the Amiga
« Reply #3 on: February 06, 2004, 03:49:35 PM »
Quote

Crumb wrote:
"You do not have Direct Access to the Video RAM"

I think that for 2D games that's a big limitation. You can double the speed writting directly to the gfx ram...


Very true.
int p; // A