Sender: nate AT cartsys DOT com Message-ID: <359717D4.841B7393@cartsys.com> Date: Sun, 28 Jun 1998 21:28:04 -0700 From: Nate Eldredge MIME-Version: 1.0 To: aYk 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> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Precedence: bulk aYk wrote: > > On Sun, 28 Jun 1998 11:55:28 -0400, stdenis > 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. > > > > > 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