Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!apple!mrspoc!starnet!sschaem From: sschaem@starnet.uucp (Stephan Schaem) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part V (last) Message-ID: <1991Apr5.232419.23297@starnet.uucp> Date: 5 Apr 91 23:24:19 GMT References: <23788@well.sf.ca.us> <23837@well.sf.ca.us> <781@tnc.UUCP> <884@cns.SanDiego.NCR.COM> Organization: Starnet-Public Access UNIX-Los Altos,CA 415-949-3133, login:info Lines: 13 We those kind of memory usage you do it for games, and game only. And when you have a speady rate you DO NOT WANT IT TO GO FASTER. So you syncronise to WAIT.So 32 bit memory is nothing more than memory at that point. And if a game is designed for 512k it will use 512K, the extra memory will not be used for serious game desing.More for buffer or save the system:-) But if you make a multitasking game its totaly diferent, because here you care about how mutch cycle you leave to the OS... Anyway I'm saying that but almost all aplication dont care for the above.