Xref: utzoo rec.games.programmer:2172 comp.sys.amiga.tech:14341 Path: utzoo!utgpu!watserv1!watmath!att!pacbell!pacbell.com!ucsd!swrinde!cs.utexas.edu!sun-barr!olivea!tymix!altair!jdresser From: jdresser@altair.uucp (Jay Dresser) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <3776@tymix.UUCP> Date: 6 Sep 90 22:23:21 GMT References: <1401@metaphor.Metaphor.COM> Sender: usenet@tymix.UUCP Reply-To: jdresser@altair.Tymnet.com (Jay Dresser) Organization: BT Tymnet, Inc. / San Jose, CA Lines: 19 I can tell you from my experience that it is definately faster to erase each object than to erase the whole screen; blitter or not. The method I use has three screen buffers. Two for double buffering, and the third I call the "pristene screen". The pristene screen contains the background without any objects and is never written to. When I prepare the object to be blitted, I save some of the information (that pertaining to the rectangle that encompasses the object) in a structure for erasing (actually, 2 structures because of double buffering). Then when I erase, I simply copy the reactangle from the pristene screen to the rendering buffer. When I was given the task of speeding up Dark Castle/Atari, it was just this kind of change that brought it from 2 frames/sec to 15f/s, and that was using the CPU. It's a tradeoff of memory for speed. If you can afford the third buffer, this is the way to go. Jay Disclaimer: so, if I didn't have a disclaimer here, would anybody seriously think I was speaking for my company??? yeah, right!