Mail Archives: djgpp/1996/09/26/09:39:25
From: | "Chris A. Triebel" <cat AT sun4 DOT iol DOT unh DOT edu>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: HELP: low-level programming necessary ?
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Date: | Thu, 26 Sep 1996 08:24:27 -0400
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Organization: | University of New Hampshire - Durham, NH
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Lines: | 62
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Message-ID: | <Pine.SUN.3.91.960926080526.11247B-100000@sun4.iol.unh.edu>
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References: | <52a2hr$d6t AT apollo DOT isisnet DOT com>
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NNTP-Posting-Host: | sun4.iol.unh.edu
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Mime-Version: | 1.0
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In-Reply-To: | <52a2hr$d6t@apollo.isisnet.com>
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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On 25 Sep 1996, Graham Howard Wile wrote:
> Date: 25 SEP 1996 01:40:11 GMT
> From: Graham Howard Wile <an118 AT ccn DOT cs DOT dal DOT ca>
> Newgroups: comp.os.msdos.djgpp
> Subject: HELP: low-level programming necessary ?
>
> I was wondering if anyone could help me out. I am a good
> programmer, and good at constructing algorithms and general
> problem-solving, but not low-level programming like you do with assembly.
Why do you need assembly?
> I want to program shareware games to release on the net, but I am
> really discouraged and disappointed. I bought the book "Build Your Own
> Flight Sim in C++" only to find that constructing a game like that
> involves in-depth in-line assembly and low-level programming (ie: video
> mode initialization with in-line assembly procedures, etc.) to a much more
> massive extent than I thought it would.
I have the same book ... Not bad as far as that goes. What you want is
16-bit assembly? Fairly straight foward converting between C++ and
assembly, on most machines I presume.
> Yet I understand the basic concepts of game theory in terms of the
> mathematics, vectors, geometry, etc. as I did engineering and a science
> degree in university. 3D-space coordinates, translations, and rotations
> are like second nature to me in a mathematical sense.
>
>
> My question is this:
>
> Are there tools out there that someone who is creative, a
> good programmer (but illiterate in low-level memory address, chip
> programming) can use to make good marketable video games ?
The tools ...
Assembly aside(I don't yet do 32-bit assembly), I use ...
djgpp w/allegro to write my software
a good graphics editor which is capable of saving .pcx images of
any size
... and a code grasp of the fastest ways of doing graphics
( that is usually everyone's hangup )
> Or am I doomed to learn not only C++ (which, by itself, wouldn't
> be overly daunting) but also Assembler if I am to achieve my goals ? If
> so, how long would it typically take a person to learn C++ and Assembler
> well enough to incorporate Assembly routines in C++ code to make a good
> video game ?
In many ( not all ) cases assembly can be avoided by an author by writing
good C/C++ code, by taking short-cuts ( you don't plot every grain of sand
on a beach in a 3D enviroment, you plot a hundred or more per pixel, and
you only show the surfaces that can be seen from your point of view ) ...
Good C++ code may be 10,20, or 50 times slower than good assembly code,
but just starting out in C/C++ maybe you should give yourself some time
before jumping straight into assembly ... Learn C/C++ great, and then
learn assembly ( or vice versa ). Just don't try to learn floating point
in assembly, no matter what anyone says I feel it is a pain in the ass.
good luck
cat
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