From: quacci AT vera DOT com (jon) Newsgroups: comp.os.msdos.djgpp Subject: Re: allegro for "scientific" programming? Date: Mon, 19 May 1997 19:35:41 GMT Organization: Yale University Lines: 23 Message-ID: <3380a84c.21741214@news.cis.yale.edu> References: <337D25A1 DOT 71BB AT primenet DOT com> <5cHNTCAopJgzEwCZ AT talula DOT demon DOT co DOT uk> NNTP-Posting-Host: slip-ppp-node-16.cs.yale.edu To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk >Smith A. Cat writes: >>allegro or what? Calling allegro a game lib seems a bit narrowminded, >>and not exactly calculated to have it find it's way to the broader >>audience who might make good use of it! My view is that if it is fast/efficient enough for making a game, it can easily handle the vast majority of "scientific" uses! ;) To me, game programming represents the cutting edge of what can be done with mass-produced, off-the-shelf computer hardware at any given time, because the competition is so fierce and the need for games so broad and deep. Fact is, most people never really have to upgrade computers... main loss is that they can't play new and attractive entertainment programs on their old computers. I can't anymore, and frankly, I am savoring this time while I can't waste all my time gaming. Instead I waste all my time programming for an old machine ;) ... But (back to the subject) I know what you mean. So I tend to refer to these sorts of libs as "graphics libraries." Maybe a better term would be "real-time graphics libraries", or "real-time rendering graphics libraries."