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Mail Archives: djgpp/1997/01/17/00:49:25

From: "fayda" <iii AT io DOT com>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Tile based scrolling?
Date: 16 Jan 1997 23:30:17 GMT
Organization: x18
Lines: 20
Message-ID: <01bc0405$868f0a00$20d6b5cf@default>
References: <5bjnrh$bu2 AT dailyplanet DOT wam DOT umd DOT edu>
NNTP-Posting-Host: 214-32.flash.net
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp


James Jeffrey Benjamin <jamesb AT wam DOT umd DOT edu> wrote in article
<5bjnrh$bu2 AT dailyplanet DOT wam DOT umd DOT edu>...
> 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?

One of the main reasons for double buffering is to reduce the "flicker"
effect you get when you write directly to the screen. There are other ways
of doing it, but double buffering is Usually the preferred method. If your
program is very speed intensive, I would suggest dumping Allegro and write
the code yourself.


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