Xref: utzoo rec.games.programmer:2176 comp.sys.amiga.tech:14360 Path: utzoo!utgpu!watserv1!watmath!att!occrsh!uokmax!apple!usc!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!dogie.macc.wisc.edu!vms.macc.wisc.edu From: gilmore@vms.macc.wisc.edu (Neil Gilmore) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <4347@dogie.macc.wisc.edu> Date: 8 Sep 90 03:47:24 GMT Sender: news@dogie.macc.wisc.edu Followup-To: rec.games.programmer Organization: University of Wisconsin Academic Computing Center Lines: 18 Most games which I have programmed (on systems which had them) did not tend to use hardware sprites, as there was always too many objects moving around at once. Even using vsprites probably wouldn't work here. I never found scrolling to be a problem. The technique which I would use would scroll the buffered screen and redraw the animated portions with the knowledge that the scroll had taken place. Thus, all I had to do was scroll the screen, draw in those portions of the playfield which had become visible, and renew the animated objects. You can even use the same list of objects for each screen, as the positions, animation frame, etc. still differ by only 1 from the current list (after scroll), even though the positions differ by two from the position on the current drawing screen. +-----------------------------------------------------------------------+ | Kitakaze Tatsu Raito Neil Gilmore internet:gilmore@macc.wisc.edu | | Jararvellir, MACC, UW-Madison bitnet: gilmore@wiscmac3 | | Middle Kingdom Madison, Wi DoD #00000064 (no ints here) | +-----------------------------------------------------------------------+