[SDL] tile based _junk_

rival games rival at Nayzak.com
Thu Aug 19 12:23:42 PDT 1999

I don't think we'd be spending so much time talking about optimizing
tile-based engines if they ran at the framerate we wanted them to, Darrell.
I think you've been writing too many databases yourself.

-= aaron p. matthews

Darrell Johnson wrote:

> Honestly guys, I don't think there's any need to go wild optimizing a
> basic tile-based engine.  Today's computers are awfully fast, and you
> can rewrite every pixel a few times per frame without going below the
> maximum possible framerate (this holds true pretty generally; systems
> which support absurdly high resolutions are correspondingly faster).  If
> all you want is a metroid game, just make an efficient blitter with
> little or no overwrite and as much linear memory access as possible,
> repaint each frame, and you should have great performance; if you want
> to optimize so you can use the extra performance to have a visually rich
> game, most such optimizations schemes will be rendered useless by the
> extra effects you add.
> Think of fundamental improvements, not quirky hacks (unless you're
> really pushing the metal like Doom did; note: did, on a 386), and you'll
> make better games (if you think that tile-based games are "pushing the
> metal," there's no hope for you, go back to writing databases).
> Cheers,
> Darrell Johnson

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