Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!apple!spies!zorch!xanthian From: xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) Newsgroups: comp.sys.amiga.games Subject: Re: FAUG demo of Powermonger by E.A. -- long review Keywords: simply incredible Message-ID: <1990Dec26.123535.14512@zorch.SF-Bay.ORG> Date: 26 Dec 90 12:35:35 GMT References: <1990Dec5.110344.6364@zorch.SF-Bay.ORG> <16750@cbmvax.commodore.com> <1990Dec24.084914.18173@evax.arl.utexas.edu> Organization: SF-Bay Public-Access Unix Lines: 25 hill@evax.arl.utexas.edu (Adam Hill) writes: > C'mon.. PM does not have "really fast" graphics or 55KHz "real sound" so >why (Other than CP reasons) does it take over my Amiga?? Perhaps SOTB(I and II) >need to do Copper tricks to look INCREDIBLE, but PM does, at most, Zoom IN/OUT >and rotate the map. Not particularly fast. Uh, nope. Take a look again at one of the snow or rainstorms and figure out how many graphic objects you see in motion. Or, count the characters moving in a single scene, and notice there are too many for them to be sprites, so the blitter is being continually reprogrammed to restore the background and redraw the figures. PowerMonger is doing a _lot_ of graphics stuff. Granted the 3D rotate is a little sedate, but that's a very cpu intensive operation; I'd bet the cpu is going full bore there. In comparision, a car chase game with just two moving objects, the background scrolling, and the fixed objects being dummy 3D transformed is a simpler task. Even SOTB I's seven layer deep moving cloud scene is relatively simple to draw, compared to Powermonger's much busier scenes. In my best estimation. Kent, the man from xanth.