you wish you was as young as me :) (and please not I didn't add the I have
no life to this subject ;)
Pascal Bestebroer
[EMAIL PROTECTED]
http://www.dynamic-core.net
> -----Oorspronkelijk bericht-----
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]Namens Raymond Smith
> Verzonden: zondag 18 februari 2001 11:46
> Aan: [EMAIL PROTECTED]
> Onderwerp: Re: [Dynapi-Dev] TCanvas vs. DynLayer ( I have no life : ) )
>
>
> 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
> >
>
>
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