From: Pascal B. <pa...@dy...> - 2001-02-18 10:51:24
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you wish you was as young as me :) (and please not I didn't add the I have no life to this subject ;) Pascal Bestebroer pa...@dy... http://www.dynamic-core.net > -----Oorspronkelijk bericht----- > Van: dyn...@li... > [mailto:dyn...@li...]Namens Raymond Smith > Verzonden: zondag 18 februari 2001 11:46 > Aan: dyn...@li... > Onderwerp: Re: [Dynapi-Dev] TCanvas vs. DynLayer ( I have no life : ) ) > > > You must be as old as me then, you old dog! > > ----- Original Message ----- > From: "Pascal Bestebroer" <pa...@dy...> > To: <dyn...@li...> > Sent: Sunday, February 18, 2001 2:32 AM > Subject: RE: [Dynapi-Dev] TCanvas vs. DynLayer ( I have no life : ) ) > > > > > > but I dare to say that nothing ever invented was better then the > C64... > > > > > > I think the first amiga might challenge that. :-) > > > > :) this has always been a sort of war between C64 coders and Amiga > > developers, so it's probably depends on what you like > > > > If you look at it from a C64 enthousiast side, the C64 had some > > unbelieveable potential. > > a few examples: > > > > - hardware limited 8 sprites.. with some software tricks it was possible > to > > display 256 sprites (clever coding could make those 8 sprites be drawn > > multiple times on screen using the screen's raster lines to redraw those > > sprites at new positions once they we're already drawn) and in > some cases > > people could pull of even more sprites (not very useable for > games, but it > > was possible) > > > > - 64kb, game levels we're huge using run-time compression to compres the > > levels and graphics used > > - sid chip, one amazing piece of hardwarde that could be made into > singing > > by some musicians and software developers..without digitized noise! > > > > - 16 colors, this was set by the hardware.. no way of changing those > colors. > > But because of screen resolutions being a bit blurry, you could > mix color > > combinations to create a new color (on screen those colors would blend > into > > eachother and look like a new color..) > > > > > > > > of a PC.. even the 16color (hardware limited and palette > set) could be > > > > fooled into more then 16 colors. > > > > > > Let's hear it for pallet rotation!!! > > > > read above, this couldn't be done.. the 16 colors could not be changed.. > > > > I think the C64 was demanding more creativity from the coders, it had > > limits, if you wanted more, you'd have to do some thinking and testing.. > > something most developers seem to have lost these days. Only > two persons I > > can come up with, John Carmack (squeezing alot of power out of rendering > > engines) and Tim Sweeney also showing that taking time in programming > things > > pays off.. > > > > It's also my main interest in DHTML, doing things that nobody > has seen or > > figured could be done. DHTML has also some strict limits set, but it is > > possible to mix things up and create new stuff. My first few > widgets are > > based on C64 tricks (plasma, fire) and I even managed to get > real-time 3D > > running.. I also brainstormed a bit with someone who was on this project > > about being able to create a wolfenstein type game in DHTML.. given the > > technique behind Wolf3d, it would be very possible to get it working in > > DHTML, only speed issues might be a problem, but I still believe it's > > possible to do. > > > > on to Wolf3DHTML ! > > > > Pascal Bestebroer > > pa...@dy... > > http://www.dynamic-core.net > > > > > > _______________________________________________ > > Dynapi-Dev mailing list > > Dyn...@li... > > http://lists.sourceforge.net/lists/listinfo/dynapi-dev > > > > > _______________________________________________ > Dynapi-Dev mailing list > Dyn...@li... > http://lists.sourceforge.net/lists/listinfo/dynapi-dev > |