[SDL] DirectX 7?

Alan Wolfe atrix2 at cox.net
Mon Sep 30 09:21:00 PDT 2002

dont forget that Doom 1 ran on 486's :P

----- Original Message -----
From: "Nick Whitelegg" <bssnrw at bath.ac.uk>
To: <sdl at libsdl.org>
Sent: Monday, September 30, 2002 9:14 AM
Subject: Re: Re[4]: [SDL] DirectX 7?

> > Or, as an example, should we implement various forms of fake, dither
> > based alpha and that sort of stuff in SDL? Now that the vast majority of
> > us already develop on and for machines with >700 MHz and 32 MB 3D
> > accelerators or better...?
> Maybe commercial games programmers have such specs. For people
> who write in their spare time, I suspect it's not necessarily
> the case. I don't see why I should trash my perfectly functional 300mhz
> PII until it breaks, unless someone would care to give me a grand :-)
> Indeed, it's better to develop for lower end machines I think. The base
> line spec I would go for would be a 32mhz, P166 or thereabouts, running
> Linux or Windows 95. As I've said before, PCs tend to have a life of 5 or
> 6 years old and that would be about the sort of spec you'd get then, if I
> remember right.
> > Who are we going to force to do all this 486/586 asm hacking? ;-)
> I doubt you'd need assembly to write a fast 2D game on a low end Pentium.
> On a 300mhz PII, my own C++ game in development (2D, platform type thing,
> featuring pixel sprite collision, 16 bit colour) runs *way* too *fast*
> unless forcibly delayed. So I'd imagine such a game would run about right
> on a high end 486/low end Pentium. Indeed, for simple 2D games
> (Pacman, Space Invaders and the like) one can use C or C++ on even a 20mhz
> 386. I know, I did :-) In fact, come to think of it, wasn't Doom written
> in C?
> Nick
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