Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!apple!well!farren From: farren@well.sf.ca.us (Mike Farren) Newsgroups: comp.sys.amiga.tech Subject: Re: Assembler Programming - Costs versus Benefits Keywords: development time, porting time, hardware upgrade cycle Message-ID: <21894@well.sf.ca.us> Date: 1 Dec 90 10:01:48 GMT References: <1990Nov25.040121.10773@zorch.SF-Bay.ORG> <1990Nov25.233007.19698@cs.umu.se> <7139@sugar.hackercorp.com> Lines: 14 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. So have I. Well, CRYSTAL QUEST isn't exactly a shoot-em-up, exactly, but it can get damned fast! And all in C, except for five (count 'em, five) short assembler routines (about 10-20 lines each, one 100 lines or so) where I needed to do something special. Old C, at that - it was compiled under Lattice V3.something. -- Mike Farren farren@well.sf.ca.us