Path: utzoo!censor!geac!torsqnt!news-server.csri.toronto.edu!cs.utexas.edu!usc!zaphod.mps.ohio-state.edu!wuarchive!udel!rochester!uhura.cc.rochester.edu!mek4_ltd From: mek4_ltd@uhura.cc.rochester.edu (Mark Kern) Newsgroups: comp.sys.mac.games Subject: Re: Games coprocessor for the Mac (was Re: Risk) Keywords: color, graphics, sound, harsh Message-ID: <10844@ur-cc.UUCP> Date: 6 Dec 90 19:06:21 GMT References: <15722@reed.UUCP> <17578@hydra.gatech.EDU> <5963@uqcspe.cs.uq.oz.au> <17743@hydra.gatech.EDU> Organization: University of Rochester - Rochester, New York Lines: 26 Why do Mac games use quickdraw commands for their graphics? It would seem that it would be much faster to a) find out where screen memory resides on a particular machine. b) reserve that memory for the application. c) Use assembly language routines that write directly to the screen. I have not seen an arcade game on the Mac that can compare in graphics to an IBM, Amiga or even IIGS. I would be interested to know of arcade style games with detailed background scrolling on the Mac. I have heard that it is tought to do on a Mac because of having to live with the Toolbox and Operating System. If someone could point out some good demos of Mac animation and sound, or just a graphic intensive arcade game, I would appreciate hearing from you. I'm trying to decide if it would be a wise idea to try to write such games for the Mac. Mark E. Kern P.S. Sorry about that comparason to other machines. I do not want to start a flame war. Please don't be offended, it is a subjective comparision based on my personal preferences only. The Mac has great hardware for graphics, I'm just wondering why I haven't seen it exploited for games yet. -- ========================================================================= Mark Edward Kern, mek4_ltd@uhura.cc.rochester.edu A.Online: Markus Quagmire Studios U.S.A. "We not only hear you, we feel you !" =========================================================================