Mail Archives: djgpp/1997/01/16/02:56:16
From: | jamesb AT wam DOT umd DOT edu (James Jeffrey Benjamin)
|
Newsgroups: | comp.os.msdos.djgpp
|
Subject: | Tile based scrolling?
|
Date: | 15 Jan 1997 23:05:21 GMT
|
Organization: | University of Maryland, College Park, MD
|
Lines: | 20
|
Message-ID: | <5bjnrh$bu2@dailyplanet.wam.umd.edu>
|
NNTP-Posting-Host: | rac4.wam.umd.edu
|
To: | djgpp AT delorie DOT com
|
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
|
I'm slowly working on a tile based engine using Allegro (mainly for
640x480) and it has become prone to bugs. Anyway, what I'm doing is double
buffer with blitting (moving) the virtual screen around as I add new rows
of sprites. Is this faster or slower with the conventional way of just
rewriting every (compiled) sprite onto the screen buffer? I know my way
will get quite complex when I introduce parallex srolling. Sprite by
sprite is easier, but is it faster?
--
******************************************************************************
You'll find life jackets under your seats. In
the event of a water landing, they will keep
you afloat, unless you are seized by a giant
squid, and dragged screaming beneath the waves.
...
Thank you for choosing Air Pacific. You have
well over a forty percent chance of landing
safely. Enjoy your flight!
-"Plane Pals", Animaniacs
- Raw text -