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Old 07 December 2012, 07:59   #34
StingRay
move.l #$c0ff33,throat

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Join Date: Dec 2005
Location: Berlin/Joymoney
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Quote:
Originally Posted by Photon View Post
You do know being able just to add stuff to your binary without even thinking about the filesize and never running out of chipmem is an incredible advantage?
You still sound like 680x0 coding is not a challenge and incredibly easy. You are wrong!

Quote:
Originally Posted by Photon View Post
Um... And AGA/060 has an FPU. That makes that platform easier to code those on. That's why even simpler attempts at texture-mapping get more appreciation on limited platforms. Thanks for agreeing with me...?
How many perspective mappers have you coded so far? Besides, as far as I'm concerned, there are other CPU's than 68060 that are used in AGA machines as well. And coding a fast perspective mapper even with FPU isn't done within the blink of an eye either. But that is all indeed off-topic here. Try some 680x0 coding yourself and see how "easy" everything is just because you have more memory and a faster CPU. You seem to completely forget that people expect better/more complex effects on AGA machines.
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