Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!rutgers!cbmvax!jesup From: jesup@cbmvax.commodore.com (Randell Jesup) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part V (last) Message-ID: <20436@cbmvax.commodore.com> Date: 7 Apr 91 06:13:56 GMT References: <23788@well.sf.ca.us> <23837@well.sf.ca.us> <781@tnc.UUCP> <884@cns.SanDiego.NCR.COM> <1991Apr5.232419.23297@starnet.uucp> Reply-To: jesup@cbmvax.commodore.com (Randell Jesup) Organization: Commodore, West Chester, PA Lines: 20 In article <1991Apr5.232419.23297@starnet.uucp> sschaem@starnet.uucp (Stephan Schaem) writes: > > 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. Wrong. Look at lemmings, or a flight simulator. They can't always keep up with the 25/30 or 50/60 Hz. If it used available fast/32-bit memory, on machines with upgrades it would be able to handle more objects on-screen before degrading. For a good example of this, look at Indy 500 on a 3000, or falcon on a 3000, etc. -- Randell Jesup, Keeper of AmigaDos, Commodore Engineering. {uunet|rutgers}!cbmvax!jesup, jesup@cbmvax.commodore.com BIX: rjesup Disclaimer: Nothing I say is anything other than my personal opinion. Thus spake the Master Ninjei: "To program a million-line operating system is easy, to change a man's temperament is more difficult." (From "The Zen of Programming") ;-)