Reply-To: From: "Arthur" To: "DJGPP Mailing List" Subject: RE: DJ+Allegro & employment? Date: Tue, 4 Aug 1998 09:31:05 +0100 Message-ID: <000001bdbf82$393266a0$c34d08c3@arthur> MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Importance: Normal In-Reply-To: <199808031926100840.00024947@pogwizd.tcs.uni.wroc.pl> Precedence: bulk > >> Writing a win32 game (that uses 3D hardware) without any standard 3D API > >> is like writing > >> DJGPP DOS program without libc. > >> Have you ever seen a game (that uses 3D hardware) which doesn't use 3D > >> API? (like DirectX, Glide, > >> OpenGL) I haven't. And I'm sure there will ever be no such game. Besides, > >> it's almost impossible > >> to write a faster 3D API than OpenGL, DirectX, Glide. > > > >Read the paragraph that I wrote above. It is indeed almost impossible to write a > >hardware-based 3D system without an API; but I said "3D in software, not using any > >APIs" > > Ok, but don't you think it's a waste of time? Would you spend a month working on > something that works from -100% up to +5% faster than DirectX? (unless you're > going to use a technique which is not supported in any API, and should work > much faster than API's equivalent.) Yes I would. 5% is a huge amount of processor time being wasted. > >You can beat software APIs using your own routines, if you're good (and > several demo > >crews are). This is why I said that you're a good programmer if you can do that. > >Using an API requires much less talant. > > I agree of course, but to do that, you have to be very, very good. :^) James Arthur jaa AT arfa DOT clara DOT net ICQ#15054819