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Xref: | news2.mv.net comp.os.msdos.djgpp:4394 |
From: | ghiggins AT direct DOT ca (Geoffrey Higginson) |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: Compiled Sprites (ASM or C?) |
Date: | Thu, 30 May 1996 16:52:22 GMT |
Organization: | Canada Internet Direct, Inc. |
Lines: | 15 |
Message-ID: | <4okj5j$5pj@orb.direct.ca> |
References: | <Pine DOT VUL DOT 3 DOT 91 DOT 960529102934 DOT 8564A-100000 AT zeus DOT adv-boeblingen DOT de> |
NNTP-Posting-Host: | vic-as-01a06.direct.ca |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Lennart Steinke <steinke AT zeus DOT adv-boeblingen DOT de> wrote: > Is the speed difference between >a "real" compiled sprite (ASM code) and a >hardcoded sprite (C) that large? > > Using C code would have the advantage of >portability... While compiling directly to machine language allows the compile to be done at run-time, thus trading startup time for disk space. It's also easier to work with the graphics when all format changes can be done in memory. (Unless, of course, you've got a C or ASM compiler built into your program.)
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