From: stdenis Newsgroups: comp.os.msdos.djgpp Subject: Re: Is Allegro up to speed? Date: Sun, 28 Jun 1998 11:55:28 -0400 Organization: Computers & More Inc. Lines: 25 Message-ID: <35966770.A8A1BF1A@compmore.net> References: <35940B17 DOT 5139EB83 AT ameritech DOT net> <35952eb5 DOT 2953852 AT news DOT dlc DOT fi> NNTP-Posting-Host: port12.compmore.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk > 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. The routines are really optimal. If you have a problem with them, either suggest a fix, talk to shawn (the author), or write your own routines. However, allegro provides a lot of fundemental and extra functions for writing games, the idea behind allegro is that you worry about the game, it handles the other stuff (sound, graphics, timer, joystick, keyboard, packfile routines). I think allegro is really a godsen for beginners in C, or DJGPP, or people who couldn't bother reading tutorials on simple things like 'how to draw a line'. However sometimes it helps to write your own routines in C or ASM and not use allegro, it really depends (like VPE does the rendering in it's own routines). It all depends. tom