You must be as old as me then, you old dog!

----- Original Message -----
From: "Pascal Bestebroer" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, February 18, 2001 2:32 AM
Subject: RE: [Dynapi-Dev] TCanvas vs. DynLayer ( I have no life : ) )


> > > but I dare to say that nothing ever invented was better then the
C64...
> >
> > I think the first amiga might challenge that. :-)
>
> :) this has always been a sort of war between C64 coders and Amiga
> developers, so it's probably depends on what you like
>
> If you look at it from a C64 enthousiast side, the C64 had some
> unbelieveable potential.
> a few examples:
>
> - hardware limited 8 sprites.. with some software tricks it was possible
to
> display 256 sprites (clever coding could make those 8 sprites be drawn
> multiple times on screen using the screen's raster lines to redraw those
> sprites at new positions once they we're already drawn) and in some cases
> people could pull of even more sprites (not very useable for games, but it
> was possible)
>
> - 64kb, game levels we're huge using run-time compression to compres the
> levels and graphics used
> - sid chip,  one amazing piece of hardwarde that could be made into
singing
> by some musicians and software developers..without digitized noise!
>
> - 16 colors, this was set by the hardware.. no way of changing those
colors.
> But because of screen resolutions being a bit blurry, you could mix color
> combinations to create a new color (on screen those colors would blend
into
> eachother and look like a new color..)
>
>
> > > of a PC.. even the 16color (hardware limited and palette set) could be
> > > fooled into more then 16 colors.
> >
> > Let's hear it for pallet rotation!!!
>
> read above, this couldn't be done.. the 16 colors could not be changed..
>
> I think the C64 was demanding more creativity from the coders, it had
> limits, if you wanted more, you'd have to do some thinking and testing..
> something most developers seem to have lost these days. Only two persons I
> can come up with, John Carmack (squeezing alot of power out of rendering
> engines) and Tim Sweeney also showing that taking time in programming
things
> pays off..
>
> It's also my main interest in DHTML, doing things that nobody has seen or
> figured could be done. DHTML has also some strict limits set, but it is
> possible to mix things up and create new stuff.  My first few widgets are
> based on C64 tricks (plasma, fire) and I even managed to get real-time 3D
> running.. I also brainstormed a bit with someone who was on this project
> about being able to create a wolfenstein type game in DHTML.. given the
> technique behind Wolf3d, it would be very possible to get it working in
> DHTML, only speed issues might be a problem, but I still believe it's
> possible to do.
>
> on to Wolf3DHTML !
>
> Pascal Bestebroer
> [EMAIL PROTECTED]
> http://www.dynamic-core.net
>
>
> _______________________________________________
> Dynapi-Dev mailing list
> [EMAIL PROTECTED]
> http://lists.sourceforge.net/lists/listinfo/dynapi-dev
>


_______________________________________________
Dynapi-Dev mailing list
[EMAIL PROTECTED]
http://lists.sourceforge.net/lists/listinfo/dynapi-dev

Reply via email to