Xref: utzoo rec.games.programmer:2160 comp.sys.amiga.tech:14299 Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!psuvax1!psuvm!psuecl!d6b From: d6b@psuecl.bitnet Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <20554.26e51403@psuecl.bitnet> Date: 5 Sep 90 19:04:33 GMT References: <1401@metaphor.Metaphor.COM> Organization: Engineering Computer Lab, Pennsylvania State University Lines: 27 In article <1401@metaphor.Metaphor.COM>, djh@neuromancer.metaphor.com (Dallas J. Hodgson) writes: > 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? That is actually a very astute question. It isn't just a matter for game designers, either. If you're going to re-write the entire background each time, hardware scrolling becomes superfluous. In fact, although Menace, the first game from DMA Design, used hardware scrolling and saved/restored the spaces where the BOBs were to go, they switched to a software scroll in their next game (Blood Money). Sprites, of course, are a different matter... > Games like Datastorm are technological wonders in my book. I agree. In fact, Datastorm happens to be my favorite Amiga shoot-em-up game. -- Dan Babcock