Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watmath!clyde!rutgers!ucla-cs!zen!ucbvax!hplabs!well!ewhac From: ewhac@well.UUCP Newsgroups: comp.sys.amiga Subject: Software Development (was Re: AllocMem() with 16-bit Manx) Message-ID: <3941@well.UUCP> Date: Sun, 13-Sep-87 16:34:55 EDT Article-I.D.: well.3941 Posted: Sun Sep 13 16:34:55 1987 Date-Received: Tue, 15-Sep-87 01:36:29 EDT References: <872@percival.UUCP> <3878@well.UUCP> <1263@dasys1.UUCP> Reply-To: ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) Distribution: na Organization: UmeCorp. Pay us some money and we'll invent something for you. Lines: 64 In article <1263@dasys1.UUCP> cheeser@dasys1.UUCP (Les Kay) writes: > >If YOU had to write a massive game program for the Amiga and later port >it to the Atari ST and Apple //gs (forget about the gs, that'll be in assembly) >what would you pick as a 'c' development system? I wouldn't. >And why? > Depending on the kind of game you're writing, C may not be fast enough for you, even with a ~8MHz 68K to back you up. You'll probably have to go directly to assembly if you want any kind of respectable speed. Also, machine architectures are fundamentally different. Whereas on the Amiga you have the call BltBitMap(), on the Atari you have the call vfocpyfm() (or some such), both of which take entirely different parameters. A significant fraction of your program's critical path will change dramatically when moving from one machine to another, so you won't really gain much portability by writing it in C. To be fair, if I were writing it, I'd first model all the algorithms in C to make sure I had a working model, then I'd go through the critical path and turn it into handcrafted assembly. Oh, yes. I'd select the Manx package. No reason; just personal bias. Note: The foregoing applies *only* to writing games. A point: Given the (deleted) first paragraph in your posting, I assume that you have never programmed the Amiga in-depth before. If this is indeed the case, I would highly recommend one of two things: 1. Be prepared to set aside *AT LEAST* two months for general hacking time to familiarize yourself with the machine and the full ramifications of the system software. If you think this is an unreasonable learning curve, then, 2. Don't do the project. There's *MUCH* more to the Amiga than you may initially think, and it'll take a long time before you get a handle on The Big Picture. A lot of the good PD programs for the Amiga are the result of many people ascending that learning curvr through long and persistent hacking. It's not a machine you can just walk up to and expect to do a respectable job on the first time. Of course, if you *have* programmed the Amiga in-depth before, you can ignore the previous two paragraphs, since you probably know it already. >Probably reply in mail, unless others here are interested....but as this is >sort of a religous question, we could end up with all sorts of flaming.... > Gosh, I hope I haven't started anything.... _-_-_ Old .signature included to make Andy Finkel and his drill happy. _-_-_ ________ ___ Leo L. Schwab \ /___--__ The Guy in The Cape ___ ___ /\ ---##\ ihnp4!ptsfa!well!ewhac / X \_____ | __ _---)) ..or.. / /_\-- -----+==____\ // \ _ well ---\ ___ ( o---+------------------O/ \/ \ dual ----> !unicom!ewhac \ / ___ \_ (`o ) hplabs -/ ("AE-wack") ____ \___/ \_/ Recumbent Bikes: "Work FOR? I don't work FOR The _O_n_l_y Way To Fly! anybody! I'm just having fun."