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Mail Archives: djgpp/1998/06/29/17:13:32

Message-ID: <00ac01bda38e$578d3f40$364e08c3@arthur>
From: "Arthur" <arfa AT clara DOT net>
To: "DJGPP Mailing List" <djgpp AT delorie DOT com>
Subject: Re: Is Allegro up to speed?
Date: Mon, 29 Jun 1998 19:47:16 +0100
MIME-Version: 1.0

>>> Hold it right there... What do you mean by commercial use? If
>>> commercial stuff is what you want to write then move to Visual
>>> C++/DirectX/Windows 95. It's that simple.
>>
>>First off, all of allegro's functions are really fast, I mean
blit_rle_sprite
>>22000 times a second is really fast.  Or 150000 lines a sec.
>>
><snipsnipsnip>
>
>You didn't get the point. I am not saying that Allegro isn't fast
>enough (even though it could be a lot faster, that's why I use my own
>lib), I'm saying that it is not worthwhile to use Allegro in the first
>place because the commercial possibilities of DOS apps are 0%
>nowadays. Meaning: you cannot do commercial stuff with Allegro because
>Windows 95 is the only platform on which you can code a commercial
>game nowadays.


I disagree. I refer you to a certain game - you've probably never heard of
it - called Quake. And there are others - look for all the games which
require CWSDPMI in their runtime directory. And DOS is far more efficient at
what it does than Win 95.


James Arthur
jaa AT arfa DOT clara DOT net



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