Xref: utzoo rec.games.programmer:2170 comp.sys.amiga.tech:14334 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!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: <4275@crash.cts.com> Date: 6 Sep 90 22:36:01 GMT Sender: root@crash.cts.com Organization: People-Net [pnet01], El Cajon CA Lines: 47 >>Dallas Hodgson wrote: No need for a 3rd bitmap what I was referring to was >>display screen A while clearing out B, then drawing objects into B, >>if you have a large background then you can replace clearing out >>B with copying background into B. That is what a 3rd bitmap is used for! to be a "clean" copy of the background. Most modern games have very detailed backgrounds, and the method you proposed does call for a 3rd bitmap to be maintained, the 3rd bitmap is of a clean background, and is never displayed. Most all developers on the amiga, who develop for the amiga, make use of hardware sprites, they are hardly a headache at all, while not a complete solution, for most games they take much of the load off the processor blitter, 64 pixel width of 16 color object per scanline is not trivial, neither is 128 pixel width of 4 color object (well really 3 and 15 colors but..) The one scanline gap between objects is not a big problem in most cases since sprites can be ANY height. Blood Money uses mostly all sprites. Heart of the Dragon makes extensive use of sprites hardware. With the older agnus, I think you cannot blit a 320X200X4 bit screen is a single pass, but I forget for sure. I have never tried the blast out the background technique (using the 3rd off screen bitmap) on the amiga, but I have on the Apple //, Apple Macintosh II (8 bit video), and Atari computers. It was a total disaster on the Mac II, the processor could easily animate many rectangular objects with shadow masks for cookie-cutter like effects, and copying in the background each time just killed performance, you got like 8 frames/sec using the 3rd bitmap approach. Of course this was a 640X480X8 bit screen. Still in my experience with the Amiga, I do not feel that blitting in the entire background would be as fast, or even nearly so, as using sprites and/or raster objects with shadow masks. Maybe I will do a benchmark and see how it is, for now all I can say is my feeling is that the 3 bitmap approach will be slower. -Roger UUCP: {hplabs!hp-sdd ucsd nosc}!crash!pnet01!uzun ARPA: crash!pnet01!uzun@nosc.mil INET: uzun@pnet01.cts.com