Path: utzoo!attcan!uunet!timbuk!cs.umn.edu!ub.d.umn.edu!rutgers!usc!zaphod.mps.ohio-state.edu!rpi!crdgw1!zephyrus!darweesh From: darweesh@zephyrus.crd.ge.com (Michael Darweesh) Newsgroups: comp.sys.mac.programmer Subject: Animation Speed Keywords: copybits animation game Message-ID: <13143@crdgw1.crd.ge.com> Date: 26 Oct 90 13:11:32 GMT References: <14539@imag.imag.fr> Sender: news@crdgw1.crd.ge.com Organization: General Electric Corporate R&D Center Lines: 17 Well, I've been working on what could eventually be a pretty cool Mac game, but I find myself with one major problem-the need for speed. Yea, I've read the "speeding-up copybits" technote, but that's not what I'm looking for. Some Programmers just seem to have super-lightening-fast shape drawing routines. How do they do it? Assembly? Breaking the rules? Is there a way to stay compatible and still be fast? Instead of copybits, I would love to have a routine that just copies a rect of depth d to another rect (in a different color graphics port) with the exact same dimensions in and Xor mode. I don't need bounds checking (I'll deal with the bombs if I goof). I don't need scaling. No frills, just a copyrect procedure that's really fast. Assembly is fine. C is fine. Pascal is fine. Basic....well if you can build the better mousetrap...er...copyrect in basic, I'll still worship keyboard you type on. If anyone even knows a good source for this info, please let me know.... Thanks much, -Mike Darweesh