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Mail Archives: djgpp/1996/09/25/15:58:57

From: Yamaha / XYZZ <scriven AT CS DOT ColoState DOT edu>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: HELP: low-level programming necessary ?
Date: Wed, 25 Sep 1996 11:24:08 -0600
Organization: XYZZ Software Co.
Lines: 33
Message-ID: <32496AB8.15FB@CS.ColoState.edu>
References: <52a2hr$d6t AT apollo DOT isisnet DOT com>
NNTP-Posting-Host: nagel.vis.colostate.edu
Mime-Version: 1.0
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

>         Yet I understand the basic concepts of game theory in terms of the
> mathematics, vectors, geometry, etc. as I did engineering and a science
> degree in university. 3D-space coordinates, translations, and rotations
> are like second nature to me in a mathematical sense.

Neat...  What are some good resources for 3D math?  (tutorials, etc...)

>         Or am I doomed to learn not only C++ (which, by itself, wouldn't
> be overly daunting) but also Assembler if I am to achieve my goals ? If
> so, how long would it typically take a person to learn C++ and Assembler
> well enough to incorporate Assembly routines in C++ code to make a good
> video game ?

Well, if you're using DJGPP (I'd assume you are), you may not have to
use assembly language at all.  (or very, very little)  It is *very* good
at optimizing.  I'd suggest that you learn (if you don't already know)
how to do good optimization in C (optimizing the algorithms, etc...) and
let DJGPP do most of the assembly stuff for you.

From my experience, simply creating optimized C code is usually as
effective as hand-making assembly code for the same thing.  Just make
sure you keep your loops unrolled, avoid the heavy math instructions,
use pointer-walks instead of array-walks, avoid overloading the cpu
cache, etc...

You should probably learn assembly anyway, though.  It really does come
in handy.


-- Yamaha / XYZZ
mailto:scriven AT CS DOT ColoState DOT edu          
mailto:scriven AT VIS DOT ColoState DOT edu
http://www.vis.colostate.edu/~scriven

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