Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!sun-barr!cs.utexas.edu!uwm.edu!zaphod.mps.ohio-state.edu!wuarchive!kuhub.cc.ukans.edu!mlab2 From: mlab2@kuhub.cc.ukans.edu Newsgroups: comp.sys.mac.games Subject: Re: Games coprocessor for the Mac (was Re: Risk) Message-ID: <27327.276221da@kuhub.cc.ukans.edu> Date: 9 Dec 90 17:36:57 GMT References: <15722@reed.UUCP> <17578@hydra.gatech.EDU> <5963@uqcspe.cs.uq.oz.au> <17743@hydra.gatech.EDU> <10844@ur-cc.UUCP> Organization: University of Kansas Academic Computing Services Lines: 31 In article <10844@ur-cc.UUCP>, mek4_ltd@uhura.cc.rochester.edu (Mark Kern) writes: > 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. > Well, if you bypass the Toolbox (directly write to the screen memory) you have a tangle of compatibility problems - different size monitors, b&w with different color depths etc. Using the Toolbox gives you a much more reliable set of routines that will work across different Mac platforms. You may have seen the Defender-clone, MacLanding - it was written in assembly back in the early Mac days. Alas, it doesn't run on the newer machines. > 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. The IBM and IIGS games tend to write directly to the screen (if I am not mistaken - in fact, isn't there quite a compatibility problem in the IBM world?-VGA, CGA, etc?). The Amiga has additional hardware for dealing with graphics (in addition to it's 'toolbox' routines). No, detailed scrolling with Toolbox commands just crawls on the Mac - you just work within and around your restrictions. On that same note, I haven't seen fast 3D games on the Amiga or IBM - what I mean is full 3D modelling with shading and shadow casting, etc. I know, sounds crazy, but I just thought I'd point out that even the Amiga and IBM programmers must work within some bounds. But, you're right, the Mac programmers have even more restrictions in this regard. > Mark E. Kern john calhoun