Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!ucsd!dog.ee.lbl.gov!lbl.gov!jnmoyne From: jnmoyne@lbl.gov (Jean-Noel MOYNE) Newsgroups: comp.sys.amiga.tech Subject: Re: Animate vs Manual Blitter Message-ID: <8469@dog.ee.lbl.gov> Date: 7 Dec 90 23:40:25 GMT Sender: usenet@dog.ee.lbl.gov Organization: Lawrence Berkeley Laboratory Lines: 24 X-Local-Date: Fri, 7 Dec 90 15:40:25 PST References: <16365@cbmvax.commodore.com> If your objects can be only 8 points wide, and 3 colors (you can use different colors from the backgroud), then go for sprites ... You'll be able to animate 8 objects very quickly (and that means in sync with the display, which is your goal for a game). Otherwise, you can quite easilly boost the blitter's perfs by programming it yourself. Remeber the graphics.lib routines where made for general purposes, you can allways make a specific routine for your needs, and it'll be a lot faster. The only problem is that the blitter is not really easy to program by hand, and that you'll have to access it relatively to _custombase (don't do it otherwise than this way), it's a little dirty but if you need to modify it for a specific Amiga it can be do easilly. If you choose this solution, I strongly recomand you to get the program blitlab (Radical Eye software, it's PD), and it's documentation. Next buy some patience too (for the debuging) (-: JNM -- These are my own ideas (not LBL's) " Just make it!", BO in 'BO knows Unix'