From: blp01 AT uow DOT edu DOT au (Brett Porter) Newsgroups: comp.os.msdos.djgpp Subject: Re: Is Allegro up to speed? Date: Sat, 04 Jul 1998 03:32:01 GMT Organization: University of Wollongong, NSW, Australia. Lines: 65 Message-ID: <359d9df6.3223804@news.uow.edu.au> References: <00ac01bda38e$578d3f40$364e08c3 AT arthur> Reply-To: blp01 AT uow DOT edu DOT au NNTP-Posting-Host: ceast15.uow.edu.au To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk On Tue, 30 Jun 1998 09:21:11 +0100, "John R." wrote: >>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. > >I agree... As long as certain OSes still run dos programs, its not dead. And >beyond that, Allegro is portable to linux or atleast somewhat portable (or >atleast from my understanding they plan it to be...) , and linux isn't dead. > >johnr > > Uh oh... here we go again. Another "can you make a commercial game for DOS" argument. Nobody is ever going to win a debate like this because there are no right or wrong arguments. People like myself with a 486 can't buy DirectX games, so yes there is still a market for DOS games, and it is shrinking... and that invalidates the original argument (oh, but Quake was DOS)... Quakes more than 3 years old now and Q2 is the primary game in that respect. I'm a huge fan of programming in DOS (and moreso Linux), but it is tough to say whether it will be viable much longer, for games especially. But in relation to the original question, as far as DOS game programming libraries go, Allegro is the best, no two ways about it. And it is being ported to DirectX and Linux currently, so it is also becoming moderately portable. So for anyone starting a new project such as myself here's my advice. Unless the game is 90% hardware oriented, aim for portability. I'm writing an adventure game engine that is currently only supporting DJGPP in 320x200 mode. But I'm abstracting all the display code down to certain primitives (like blitting rectangles to a screen), and then later I could implement it in Allegro to get higher resolution (the other parts of the engine must not rely on the resolution then). Finally when I get a brand new PentiumII or such, I might learn the interface of DirectX or some other Win32 graphics lib. and write the blitting functions with that. If the rest of my code meets the aims I have set it will definately be achievable. Its just a matter of good design. I realise this won't work for all games, but it should be a least moderately attainable for most. Take Quake as an example: you've got your stock DOS Quake, but the same source will compile for Linux, AIX, Windows, NeXT, ... all with just the inclusion of a different C file for video, sound, etc. All the rendering and module communication is done seperately. Anyway, I hope this input is useful to someone. But lets not have this thread turn into one like on r.g.p: Windows Rulez, DOS is dead! Or Windoze Sucks! Long live DOS! We've heard it all before. Cheers, Brett --------------------------------------------------- Brett Porter http://members.xoom.com/brett_porter "I always like to do a first draft before being spontaneous." -- The Sandman ---------------------------------------------------