Date: Fri, 16 May 1997 09:14:51 -0400 (EDT) From: Pierre Phaneuf Reply-To: pierre AT tycho DOT com To: OpenDOS Mailing List Subject: Re: OpenDOS graphics drivers In-Reply-To: <199705160212.MAA19215@solwarra.gbrmpa.gov.au> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Precedence: bulk On Fri, 16 May 1997, Leath Muller wrote: > In my opinion, if something isn't used, then there is no point in having > it there to start with - Windows by default uses acceleration if it > there... OpenDOS doesn't. Don't get me wrong, I prefer DOS anyday over > Windows, but at least I know in the game I am writing now, which _requires_ > hardware acceleration, that coding under Win32 almost guarantees acceleration > in hardware if it is available - OpenDOS certainly does not. That's why we need an accelerated driver system. > > In action video games, *ANY* overhead is too much overhead. You break the > > cache pipeline. You f**kup your prefetch. You lose CLOCK CYCLES. You know > > John Carmack has created over 20 diffenrent rendering engines for Quake > > during its development? You wouldn't believe what saving a friggin' clock > > cycle in an inner loop can give you in gameplay! > > If John Carmack is *so* worried about every cycle in a game, why has he > shifted to Win32 development only? Money. Note that software is developed on *Alpha* computers and the Linux version of Quake is kept up to date with the DOS version. P.S.: Before anyone gets the idea, no, SVGALib (Linux) is *NOT* good. ;-) Pierre Phaneuf "The use of COBOL cripples the mind; its teaching should, therefore, be regarded as a criminal offense." - Edsger W. Dijkstra.