In article <[EMAIL PROTECTED]>, Phoebus
R. Dokos <[EMAIL PROTECTED]> writes
>At 07:38 �� 18/2/2002 +0000, you wrote:
>
>>What are you writing ?  Presumably a game of some type :-)
>
>No comment :-)

OK ... :-)

>>The usual way, despite all your other intentions which are probably
>>valid, is to only update that part of the screen where new activity
>>occurs ... and leave the rest alone.
>
>The thing is that there is no "standard" way of managing sprites apart from 
>what PE tells us.
>The problem with that is that (at least I couldn't find it) documentation 
>on how PE handles sprites apart from their format.
>So what I see is writing some sort of toolkit (a-la SSG) which can do this 
>in high-colour (and more)... for example clever background redrawing of the 
>screen on the anticipated movement of the sprite, collision detection and 
>the ability to run as a job that can accept input from pipes (so you can 
>feed the job what do you want the sprite to do on a given level etc..)
>Of course it would need to be able to handle more than 16 sprites 
>(Ambitious aren't we?)
>
>What I think is actually needed, is a form of a graphics only 
>toolkit/library for s*basic and C. (And which would be a good Idea to 
>incorporate something like the Packbits command from the DIY toolkit only 
>with 16 bit / 32 bit capability as Packbits compresses only byte-by-byte 
>which makes it unusable for high-colour)
>
>Kinda like the Allegro library on the PeeCee (which unfortunately contains 
>x86 assembly and it's impossible to port else we would be up to our necks 
>in games by now :-)

Yes, the graphics toolkit is a need, I see what you are getting at now.

Didn't Simon Goodwin do at lot of work on this ?

It is interesting that the new capabilities of the QL systems are making
demands on graphics.

-- 
Malcolm Cadman

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