Re: A89: Drug War vs. Stock Market


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Re: A89: Drug War vs. Stock Market




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David Phillips wrote:

> 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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