Xref: utzoo rec.games.programmer:2167 comp.sys.amiga.tech:14319 Path: utzoo!attcan!uunet!tut.cis.ohio-state.edu!snorkelwacker!bloom-beacon!eru!hagbard!sunic!nuug!hod!stud.cs.uit.no!borgen From: borgen@stud.cs.uit.no (Boerge Noest) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <1990Sep6.121322.8222@hod.uit.no> Date: 6 Sep 90 12:13:22 GMT References: <4265@crash.cts.com> Sender: news@hod.uit.no (USENET News System) Organization: University of Tromsoe, Norway Lines: 26 In article <4265@crash.cts.com> uzun@pnet01.cts.com (Roger Uzun) writes: >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. Is it just me, or is there actually a faster way: -Redraw all bobs for every new frame -Split the screen into chunks that fits the blitter nicely (16x16) -When you cut in a bob keep a list of which chunks are touched -When you need your new frame restore all touched chunks -Cut in your bobs once more Optimize this as much as you can. Wouldn't this work well? > >-Roger -- _____________________________________________________________________________ |/// borgen@stud.cs.uit.no (Borge Nost) \\\| |// ...and then there was AMIGA... \\| |/ studying at the worlds northernmost university \|