From: korpela AT albert DOT ssl DOT berkeley DOT edu (Eric J. Korpela) Newsgroups: comp.os.msdos.djgpp Subject: Re: Intel ASM to AT&T ASM question Date: 7 Jan 1997 20:09:52 GMT Organization: Cal Berkeley-- Space Sciences Lab Lines: 37 Message-ID: <5auaig$q6a@agate.berkeley.edu> References: <01b9b9ca$9cccd040$aaf15ecf AT platko DOT ix DOT netcom DOT com> <5arf5r$lqn AT agate DOT berkeley DOT edu> <32D192D7 DOT 4511 AT ix DOT netcom DOT com> <19970106 DOT 200214 DOT 4975 DOT 2 DOT chambersb AT juno DOT com> NNTP-Posting-Host: albert.ssl.berkeley.edu To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp In article <19970106 DOT 200214 DOT 4975 DOT 2 DOT chambersb AT juno DOT com>, Benjamin D Chambers wrote: >> [Stuff about "Tricks of the Games Programming Gurus" aka >> "Tricks of the writers who don't know anything about programming" ] >It is. As I recall, the code was written for Borland C (though I haven't >seen the book in a while...) Problem number 1: Chapter 1 should be titled "How to delete Borland C and Microsoft C" >Wrong - if people would bother _reading_ the book, they would see that >the whole point was to give a firm understanding of a simple method. If it were a book directed at people who have never compiled a program, I would agree. But misleading a novice into thinking they are going to learn good game programming without knowing C or assembly language first is sorry marketing. >The >above was used to show how to simply put a pixel, and then an example >translation into assembly. An example using shifts would have been just as illuminating (if not more so). > I believe it was somewhere around chapter 20 >or 21 (although I'm not quite sure) where they discuss quite a few good >optimization techniques. Personally, I think they should have been optimizing and explaining the optimizations from page 1. Eric -- Eric Korpela | An object at rest can never be korpela AT ssl DOT berkeley DOT edu | stopped. Click here for more info.