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Mail Archives: djgpp/1998/06/28/22:16:41

From: stdenis <stdenis AT compmore DOT net>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Is Allegro up to speed?
Date: Sun, 28 Jun 1998 11:55:28 -0400
Organization: Computers & More Inc.
Lines: 25
Message-ID: <35966770.A8A1BF1A@compmore.net>
References: <35940B17 DOT 5139EB83 AT ameritech DOT net> <35952eb5 DOT 2953852 AT news DOT dlc DOT fi>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

> 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.

The routines are really optimal.  If you have a problem with them, either
suggest a fix, talk to shawn (the author), or write your own routines.

However, allegro provides a lot of fundemental and extra functions for
writing games, the idea behind allegro is that you worry about the game, it
handles the other stuff (sound, graphics, timer, joystick, keyboard, packfile
routines).

I think allegro is really a godsen for beginners in C, or DJGPP, or people
who couldn't bother reading tutorials on simple things like 'how to draw a
line'.

However sometimes it helps to write your own routines in C or ASM and not use
allegro, it really depends (like VPE does the rendering in it's own
routines). It all depends.

tom

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