Re: A89: Drug War vs. Stock Market


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Re: A89: Drug War vs. Stock Market




Since when does speed matter?!  Speed always matters.  The only time when
code is fast enough is when any increase would make no perceivable
difference to the user.  Then it is time to optimize elsewhere.  But in a
game like you suggest, speed still matters greatly.

It would be next-to-impossible to do all the graphics and maps required in
basic.  And if you did manage to write it in basic, who would want to wait
around and watch the display redraw itself?

But to end this unintentional flame war, I will apologize now to you and
everyone else on the list.

At 07:12 PM 9/27/98 EDT, you wrote:
>
>Listen you arrogant shit.  I never said to write it in asm, and I never said
>to make it exactly like XCOM.  Nor did I ever say that I could program in
asm.
>So op-codes and endless lines of cryptic letters and numbers ain't my bag.
>That's no reason to act like a fucking turd.  And since when did speed matter
>in a turn based game?
>
>In a message dated 98-09-27 15:48:39 EDT, David Phillips wrote:
>
><< XCOM?  Could be made pretty easily?  I always laugh at remarks like this
> made by non-programmers.  A game like that would take many months of work
> to do.  It takes alot of time to write code in asm.  Even if you were using
> a C compiler (and the compiled C code would be much slower than
> hand-optimized asm) it would still take at least a month or two to write.
> And this assumes that you knew what you were doing and knew how to make a
> game like that.  If you'd never made a game in asm before and never written
> something similiar for some other platform, I don't see any way you could
> write one.
> 
> If it's so easy, let's see you write it. >>
>

--
David Phillips
mailto:electrum@tfs.net
ICQ: 13811951
AOL/AIM: Electrum32


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