From: rjvdboon AT cs DOT vu DOT nl Newsgroups: comp.os.msdos.djgpp Subject: Re: should i bother learning asm?? or just learn dx? Date: 7 Aug 1998 16:59:11 GMT Organization: Fac. Wiskunde & Informatica, VU, Amsterdam Lines: 28 Message-ID: <6qfbov$bv1$1@star.cs.vu.nl> References: <000401bdc220$05238d80$944e08c3 AT arthur> NNTP-Posting-Host: sloep06.cs.vu.nl User-Agent: tin/pre-1.4-980730 (UNIX) (SunOS/5.5.1 (sun4u)) Originator: rjvdboon AT sloep06 DOT cs DOT vu DOT nl To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Arthur wrote: > ASM is the cream of programming languages. It should be what you > always aspire to. However *alas* virtually no game nowadays is pure > ASM. What you should do (or what most people do) is get your game > working in C/C++ and add processor-heavy features (such as graphics) > in ASM. > Remember always, no matter what anyone else says, that any language > (including C) will never be as fast as the same code in optimised > ASM. It is just not possible. But it is possible that the compiler (i.e. GCC) optimizes your function in C better than you could think off. That's why you should, IMHO, first profile your speed-critical application, and then _try_ to optimize in ASM the parts you _think_ can (and should) go faster. GCC does a lot in aligning, instruction ordering and other things for your CPU, if you give it the right options. greetings, Robert. PS. this is not intended to start a (flame)war between C/C++ and ASM coders, but it's just to clarify some more. And I think it's not _necessary_ to know ASM to be a good (game) coder, although I am sure it will be very usefull if you do. -- rjvdboon AT cs DOT vu DOT nl | "En dat is niet waar!" sprak (ex?) Staatsecre- www.cs.vu.nl/~rjvdboon | taris Netelenbos (onderwijs) fel.