Path: utzoo!attcan!uunet!jarthur!usc!zaphod.mps.ohio-state.edu!rpi!uupsi!sunic!kullmar!pkmab!hexagon!daniel From: daniel@hexagon.pkmab.se (Daniel Deimert) Newsgroups: comp.sys.atari.st Subject: Re: Demos and Games are not the Same Keywords: demo, graphics, german, games, programming Message-ID: <190@hexagon.pkmab.se> Date: 28 Jun 90 12:15:03 GMT References: <1990Jun26.133606.4586@cunixf.cc.columbia.edu> <187@hexagon.pkmab.se> <1990Jun27.201016.27871@wam.umd.edu> Reply-To: daniel@hexagon.pkmab.se (Daniel Deimert) Organization: Hexagon Computer Club, Tech College of OErebro, Sweden Lines: 21 In article <1990Jun27.201016.27871@wam.umd.edu> dmb%wam.umd.edu@uunet.uu.net (David M. Baggett) writes: > >For example, a clever demo might employ 12 screens to accomplish >extremely smooth scrolling, but the same technique would likely be >unworkable in a game since it would require devoting 384K just to >screen RAM. Some techniques used in demos are very usuable when programming games, though. For example -- imagine all ST games were using overscan and 4-channel sampled sound. This is not impossible, though the music does consume some cpu-time (around 12%, depending on it's maximum sample rate). And games which have good graphics (ie large, eye-catching sprites) are easier to sell in a store. Kids tends to pick a colorful game rather than the dull and gloomy equivalent. -- Daniel Deimert "Only use unneccessary force if neccessary!" daniel@hexagon.pkmab.se ...!sunic!kullmar!pkmab!hexagon!daniel