Xref: utzoo rec.games.programmer:2162 comp.sys.amiga.tech:14310 Path: utzoo!utgpu!watserv1!watmath!att!occrsh!uokmax!apple!usc!ucsd!nosc!crash!pnet01!uzun From: uzun@pnet01.cts.com (Roger Uzun) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <4265@crash.cts.com> Date: 5 Sep 90 23:16:00 GMT Sender: root@crash.cts.com Organization: People-Net [pnet01], El Cajon CA Lines: 31 I have written several commercial games on a variety of systems, and I really have rarely found it desireable to maintain a 3rd "clean" bitmap around for starting with a clean background. What you propose requires moving a clean bitmap with no oibjects in it, into one of the displayable raster maps, then simply drawing the objects on that clean background, then doing all over again for the other bitmap after you switch views. This requires more overhead in almost all instances than saving the recangular background behind raster objects, the restoring it and redrawing. I recall on old apple //e stuff, the 3 screen approach was sometimes used, and I did use it for a while, double buffereing the display but keeping a "clean" background around for wiping the slate clean between frames. On a system like the amiga, this makes no sense, since hardware sprites can be reused and you get 128 pixels of sprite per scanline, and you DO NOT need to save the background since they are not drawn into the raster in any case. In other systems, the bitmaps are not too irregular (except maybe for 320X200X16 color EGA) and the processor can generally access rectangular portions of the screen easily, so there is no need to copy the entire background in each frame, the overhead to do this is generally MUCH higher than it is to save/redraw many objects, whether they are large/medium or small. But if the screen bitmap is arranged wierd enough (like the old apple // or IBM EGA) it is may become worthwhile to just bus in a new screen each time. -Roger UUCP: {hplabs!hp-sdd ucsd nosc}!crash!pnet01!uzun ARPA: crash!pnet01!uzun@nosc.mil INET: uzun@pnet01.cts.com