Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!wuarchive!psuvax1!rutgers!deejay!bench!silos From: silos@bench.sublink.ORG (Paolo Pennisi) Newsgroups: comp.arch Subject: Re: Mario Bothers Summary: HLL game programming. Message-ID: <460@bench.sublink.ORG> Date: 29 Jul 90 01:03:17 GMT References: <2767@awdprime.UUCP> <64280@sgi.sgi.com> <2779@awdprime.UUCP> <64415@sgi.sgi.com> Organization: Paolo Pennisi, Milano Italia Lines: 46 In article <64415@sgi.sgi.com>, bron@bronze.wpd.sgi.com (Bron Campbell Nelson) writes: > In article <9926@brazos.Rice.edu>, cliffc@cimbria.rice.edu (Cliff Click) writes: > > In article <2779@awdprime.UUCP> tif@doorstop.austin.ibm.com (Paul Chamberlain) writes: > > >In article <64280@sgi.sgi.com> bron@bronze.wpd.sgi.com (Bron Campbell Nelson) writes: > > >Really? Is that changing? I am seeing more and more of the popular > > >games very accurately duplicated on radically different hardware [...] > > > > I've worked on a few such games. Some of the games are very well written in > > a HLL, with a few assembler routines to hack out such stuff as graphics, > > timer & other interrupt handling, sound, keyboard, mouse, etc. In short, many > [...] > and has vaugely similar graphics." I'm glad to hear the hardware has > improved, and the bad old days are drifting away (not that the Nintendo > is exactly a piece of cake from all I hear). > > -- > Bron Campbell Nelson > bron@sgi.com or possibly ..!ames!sgi!bron > These statements are my own, not those of Silicon Graphics. I'm glad to see that comp.arch talks about video games, a world of architectures completely different from everyday's arch... but with very interesting quirks and tricks. I'm part of a team developing a complete game develpment system to allow game programmers to develop, produce and distribute realist 3D games using only high level programming. We are designing the software and hardware architecture which will make possible that goal. The programmer will work with high level C library for every need of the game, developing on a platform which, under few changes could even be the target machine for running the game in coin-op arcades. Based around a 386 pc, with a multitasking kernel, and a set of dedicated hardware to perform all the tasks of gemometric projections, clipping, shading etc, and the heavy burden of updating a med res screen (800x600x256[16M]) at realtime speed, this game development system will allow the programmer to avoid even a single line of assembly language, giving at the same time a optimized platform for thousand or realistic 3-dimensional games such as fligth simulators, car race simulators, tank simulators etc. A lot of water has flown from Atari 2600 times. Paolo. -- (ARPA) silos@bench.sublink.ORG Paolo Pennisi (BANG) ...!deejay!bench!silos via Solari 19 (MISC) ppennisi on BIX & PTPOSTEL 20144 Milano ITALIA ----< S U B L I N K N E T W O R K : a new way to *NIX communications >-----