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Mail Archives: djgpp/1998/06/29/06:07:55

Sender: nate AT cartsys DOT com
Message-ID: <359717D4.841B7393@cartsys.com>
Date: Sun, 28 Jun 1998 21:28:04 -0700
From: Nate Eldredge <nate AT cartsys DOT com>
MIME-Version: 1.0
To: aYk <yorka AT dlc DOT fi>
CC: djgpp AT delorie DOT com
Subject: Re: Is Allegro up to speed?
References: <35940B17 DOT 5139EB83 AT ameritech DOT net> <35952eb5 DOT 2953852 AT news DOT dlc DOT fi> <35966770 DOT A8A1BF1A AT compmore DOT net> <359771de DOT 758986 AT news DOT dlc DOT fi>

aYk wrote:
> 
> On Sun, 28 Jun 1998 11:55:28 -0400, stdenis <stdenis AT compmore DOT net>
> wrote:
> 
> >> Hold it right there... What do you mean by commercial use? If
> >> commercial stuff is what you want to write then move to Visual
> >> C++/DirectX/Windows 95. It's that simple.
> >
> >First off, all of allegro's functions are really fast, I mean blit_rle_sprite
> >22000 times a second is really fast.  Or 150000 lines a sec.
> >
> <snipsnipsnip>
> 
> You didn't get the point. I am not saying that Allegro isn't fast
> enough (even though it could be a lot faster, that's why I use my own
> lib), I'm saying that it is not worthwhile to use Allegro in the first
> place because the commercial possibilities of DOS apps are 0%
> nowadays. Meaning: you cannot do commercial stuff with Allegro because
> Windows 95 is the only platform on which you can code a commercial
> game nowadays.

In which case this thread can immediately be moved to
comp.os.ms-windows.advocacy.
-- 

Nate Eldredge
nate AT cartsys DOT com


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