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On Oct 10 22:57 93, Paul Edwards of 3:711/934{at}fidonet wrote:
PE> It has always been a great mystery to me how people can
PE> possibly write arcade games, e.g. Space Invaders. I would
PE> have thought that when the bullets blasted the shield, you
PE> virtually needed artificial intelligence to draw the
PE> result. Also, knowing that a bullet has hit a target, when
PE> there's so many bullets and so many targets. I would have
PE> thought we would have had a situation a bit like the
PE> travelling salesman problem. And travelling over the
PE> background, needing to redraw that again? I would have
PE> thought that it would take so long to do all this, that the
PE> arcade games would have become batch jobs. Instead of
PE> this, people manage to write them in about 10k of object
PE> code (on the Commodore 64 anyway), and they are as good as
PE> the arcade parlour. What is the secret? Thanks + bye.
In the case of the C-64, the secret was sprites :-). These were supported
to some extent in hardware :-).
Regards, Andrew.
--- Msgedsq 2.2e
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