Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!julius.cs.uiuc.edu!rpi!uupsi!sunic!cs.umu.se!dvljhg From: dvljhg@cs.umu.se (J|rgen Holmberg) Newsgroups: comp.sys.amiga.tech Subject: Re: Assembler Programming - Costs versus Benefits Keywords: development time, porting time, hardware upgrade cycle Message-ID: <1990Nov27.004859.16630@cs.umu.se> Date: 27 Nov 90 00:48:59 GMT References: <1990Nov25.040121.10773@zorch.SF-Bay.ORG> <1990Nov25.233007.19698@cs.umu.se> <7139@sugar.hackercorp.com> Sender: news@cs.umu.se (News Administrator) Organization: Dep. of Info.Proc, Umea Univ., Sweden Lines: 17 In article <7139@sugar.hackercorp.com> peter@sugar.hackercorp.com (Peter da Silva) writes: >In article <1990Nov25.233007.19698@cs.umu.se> dvljhg@cs.umu.se (J|rgen Holmberg) writes: >> Try and write a fast shoot'em up in C or higher level languages. > >I've done it. Tracers is 100% C. And it runs faster than I can keep up with. You can write a fairly complex, fast game in C. If you want to program something like the what psygnosis, bitmap brothers, random access, factor5 and others are putting out, with large bobs and lots of other stuff taking raster-time you will have to go assembly at least for part of the code. Jorgen -- ******************************************************************************* email dvljhg@cs.umu.se - other ways to communicate are a waste of time. Everything I say is always true, just apply it to the right reality. "Credo, quia absurdum est."