From: "cferrell" Subject: Re: Check out my demo game! Newsgroups: comp.os.msdos.djgpp,rec.games.programmer References: <33e62ef4 DOT 15019110 AT news DOT eunet DOT be> <01bca11c$5384ce60$45025cc3 AT neverworks-> <01bca463$72c8a180$4cdeedcc AT patrickr> Message-ID: <01bca5f8$6d3b3340$6bbff2cd@default> NNTP-Posting-Host: pn3-ppp-107.primary.net Date: 11 Aug 97 01:32:38 GMT Organization: Primary Network. http://www.primary.net Lines: 47 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Patrick Rondon wrote in article <01bca463$72c8a180$4cdeedcc AT patrickr>... > Ever heard of OpenGL? Direct3D/DirectDraw? Now, if you want to rewrite any > of those next time you want to make a cutting-edge game, that's fine by me. > But it IS using code written by other people. I program games. Note that's > GAMES. I don't program graphics and sound libraries, because it's not worth > doing all that when I can do better things like writing the actual game > Using the code of others is not a sin, it is a blessing. > > > One other point. I would be interested in everyone's opinion of Allegro. > I > > can't actually use it because I use Watcom, but is it really sensible to > > use this library (as good as it might be). Aren't people missing out on > the > > learning experience which would otherwise be gained by doing these things > > yourself ??? as well as a lost ability later on to optimise the codeto > your > > needs (I know you get the source, but if you don't understand it, you > can't > > optimise it). I'm not looking for flames, just genuine opinions. > > > Here's my take on it. Back in the early 80's everything was done in assembly and for most games the design,code, and artwork was done by one person. But as processors got faster and more memory became standard on machines, game programmers switched to c because (1) it allowed them to concentrate on higher level issues, and (2) games were getting bigger and bigger, thus making hand-coding the entire game in assembly very time-consuming and not worth the savings in overhead Now as we approach the end of the decade, 2d and 3d accelerators will become ubiquitious and dos development is dying fast. and in order to interact with those acceleration features it necessary to have standard api's because 3d chips are not standardized, thus this is where opengl or directx/d3d come into play. If your just playing around and write your own library for dos that's fine, but if you really want to break into the industry you probably want to start programming for windows and write to one of those standard apis. This is all just my opinion, so nobody get too worked up over my comments