Path: utzoo!utgpu!water!watmath!clyde!cbosgd!ucbvax!hoser.berkeley.edu!bryce From: bryce@hoser.berkeley.edu (Bryce Nesbitt) Newsgroups: comp.sys.amiga Subject: Re: 2000 incompatiblities Message-ID: <22471@ucbvax.BERKELEY.EDU> Date: 9 Jan 88 08:43:36 GMT References: <1786@bsu-cs.UUCP> <3106@cbmvax.UUCP> Sender: usenet@ucbvax.BERKELEY.EDU Reply-To: bryce@hoser.berkeley.edu (Bryce Nesbitt) Organization: The Logic Foundation Lines: 31 In article <3106@cbmvax.UUCP> daveh@cbmvax.UUCP (Dave Haynie) writes: > >** Anyone got anything else to add? ** Yes: It is possible to write a game that will work BETTER if a 68020 system is in use. Many games just become unplayable. Methods differ, but here are two starting points: 1> Use the system timer for your object moves. Under a 68020 the effective frame rate/smoothness goes up. 2> Time your frame rate, and make that the "standard". During execution check the frame count... if you are over or the same, flip right away. If you are under, Wait() until the proper frame. The first makes a better game on the faster CPU. The second gives the same game, with more spare CPU for other tasks. ------- In reality, people won't do this until faster systems are more common. >Sigh<. At least the A500/A2000 just about seals the "Fast memory" problem. Think how long that would have hung on if the A500/A2000 had 1 meg of chip/ 0K of fast as the standard configuration. >Dave Haynie |\ /| . Ack! (NAK, SOH, EOT) {o O} . bryce@hoser.berkeley.EDU -or- ucbvax!hoser!bryce (or try "cogsci") (") U "Your theory is crazy... but not crazy enought to be true." -Niels Bohr