Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!samsung!olivea!apple!motcsd!starnet!sschaem From: sschaem@starnet.uucp (Stephan Schaem) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part V (last) Message-ID: <1991Apr9.190113.5515@starnet.uucp> Date: 9 Apr 91 19:01:13 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> <20436@cbmvax.commodore.com> Organization: Starnet-Public Access UNIX-Los Altos,CA 415-949-3133, login:info Lines: 19 Usally you will get more calculation time ONLY! if the display is done corectly it wont change mutch, from what I saw. In my case on a A3000 the game go 60 frame second, really to fast! All it does is the object go twice faster. (F29 totaly umplayable!) F18 simply syncronise, so its stay perfect!. Anyway, I'm in half Bright mode, so 50% of! Than Its a 68000 and I can still do colision, tracjectory calculation, shadows etc for all of the 100 or more object. So imagine with 16 colors not 64... I'm saying that if you game work perfectly on your A500 version you defenetly dont want it to go faster. Lemings slow down on a 68000, so its DOES NOT have steady frame rate (that what I stated in my last message, and maybe the point to missed). When you have a steady frame rate, the game goes has fast as it was designed for. Also I'm sure that lemings on a A3000 should be slow down less easelly. Like any games (but not true on all 68030 cards).