From: "fayda" 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 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.