From: Yamaha / XYZZ 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 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit 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