Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!apple!bionet!agate!dog.ee.lbl.gov!lbl.gov!jnmoyne From: jnmoyne@lbl.gov (Jean-Noel MOYNE) Newsgroups: comp.sys.amiga.tech Subject: Re: Assembler Programming - Costs versus Benefits Message-ID: <8289@dog.ee.lbl.gov> Date: 28 Nov 90 21:22:07 GMT Sender: usenet@dog.ee.lbl.gov Organization: Lawrence Berkeley Laboratory Lines: 41 X-Local-Date: Wed, 28 Nov 90 13:22:07 PST References:<1990Nov25.040121.10773@zorch.SF-Bay.ORG> <1990Nov25.233007.19698@cs.umu.se> <7139@sugar.hackercorp.com> <1990Nov28.105607.26577@cs.utwente.nl> In article <1990Nov28.105607.26577@cs.utwente.nl> dolfing@cs.utwente.nl (Hans Dolfing) writes: > reasons. If it is unavoidable to use assembler for speed or other reasons, than > write parts of your code in assembler. Otherwise, !please! don't. Nobody is > interested in unreadable assembler programs that are 5% faster than a > (hopefully better readable) C equivalent. Well, it really depends on the way you program in asm ! If your asm programs are only 5% faster than your C ones, then forget about asm. But if you need speed (the main reason you write part of your code in asm usually), and if you know about good asm programming then you can use asm and it will be more than 5% faster than C. And you can write very clear sources in asm. Presentation and comments will do it. I really believe that if you want to write a nice arcade game on the Amiga, then you have to use asm, at least for a part of your game (usually everything linked to the display). I would even say that if you want to use all the resources of the machine, then you have to bypass the OS and do some 'dirty' programming (by dirty, I mean accessing the hardware directly using _custombase). I would also say that you don't need to write all your code in asm. But you can write C/asm sources which are very readable, maintanable, and bug free (even if it's harder to debug asm). As for portability ... well I don't believe to much in portability for games (I'm speaking graphic intensive games). Since the Amiga is the best machine for these games, you should use the blitter and the copper as much as you can ... and if you're using them to the limit, your code won't be portable. If you want to see portable code, just take a look at all these games comming from the Atari ST, or the one made to be sold on the ST, the clones and the Amiga. They all look alike, and none of them takes advantage of the Amiga possibilities. Of course, I know that a lot of software companies want to be able to sell more games by having it ported to other machines ... JNM -- These are my own ideas (not LBL's) " Just make it!", BO in 'BO knows Unix'