Xref: utzoo rec.games.programmer:2153 comp.sys.amiga.tech:14273 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!brutus.cs.uiuc.edu!julius.cs.uiuc.edu!apple!metaphor!neuromancer!djh From: djh@neuromancer.metaphor.com (Dallas J. Hodgson) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Animation Speed & Redraw Message-ID: <1401@metaphor.Metaphor.COM> Date: 4 Sep 90 19:27:53 GMT Sender: news@metaphor.Metaphor.COM Reply-To: djh@neuromancer.metaphor.com (Dallas J. Hodgson) Organization: Metaphor Computer Systems, Mountain View, CA Lines: 23 You know, I've never seen this mentioned anywhere but the question is always in the back of my mind. If you're working on a real-time game that commonly has high numbers of animated objects moving around at all times (using a double-buffered screen) is it faster to clear out the undisplayed screen completely and redraw all the objects vs. restoring the background behind each object and then redrawing? There's a lot of overhead associated with clipping & storing the background behind every object just so it can be restored later. However, even with blitter assist clearing out 32-40K worth of video memory each frame is real-time significant. Not that I'm working on any games currently, but I've always wondered about this. How do you approach bitmap animation when speed is a prime consideration? Games like Datastorm are technological wonders in my book. +----------------------------------------------------------------------------+ | Dallas J. Hodgson | "This here's the wattle, | | Metaphor Computer Systems | It's the emblem of our land. | | Mountain View, Ca. | You can put it in a bottle, | | USENET : djh@metaphor.com | You can hold it in your hand." | +============================================================================+ | "The views I express are my own, and not necessarily those of my employer" | +----------------------------------------------------------------------------+