Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!pacific.mps.ohio-state.edu!linac!att!ucbvax!van-bc!outbound!colin_fox From: colin_fox@outbound.wimsey.bc.ca (Colin Fox) Newsgroups: comp.sys.amiga.programmer Subject: Games on the Amiga. Message-ID: Date: 9 Apr 91 18:54:40 GMT Organization: Outbound Communications Lines: 23 Hmmm - As far as games on the Amiga are concerned, I have a few bits to throw in here. (This thread was that lemmings thing...) Taking over the machine: This is NECESSARY under conditions of high framerate, such as a flight sim or fast arcade game. It is NOT necessary for a thoughtful, less framerate dependant game like Sim City or even Battlechess. Writing in C: What Distinctive Software (Test Drive, Hardball, Grand Prix Circuit etc - I used to work for them) does (and I am doing) is write libraries in assembly (such as DrawShape()) and have control routines in C. This allows fast low level code and easily maintainable control code. It is not feasable to 'map out' the machine and then take over. WHen I say take over, I'm talking about taking over politely so you can revert back, but nothing else is running (can't do a download while flying a jet in F-18). On a Commodore 64 or an Apple II or something, you can map out your memory usages to the byte, but on an Amiga there are so many possible differences all you can do is ask for resources and then use them. I sure hope the people who are discussing what you can do on an Amiga as far as games are concerned have written at least one (mine was Wings of Fury). --- Colin_Fox@outbound.cynic.wimsey.bc.ca