Re: Animating monster moves?
- From: Gerry Quinn <gerryq@xxxxxxxxx>
- Date: Thu, 11 Dec 2008 15:46:29 -0000
In article <493ffec2$0$95540$742ec2ed@xxxxxxxxxxxxxx>, bear@xxxxxxxxx
says...
Gerry Quinn wrote:
damerell@xxxxxxxxxxxxxxxxxxxxxx says...
Quoting Gerry Quinn <gerryq@xxxxxxxxx>:
<clip graphics vs character display argument>
Gentlemen, the reasons for not having this argument are
a FAQ. I would hate to think either of you would permit
yourselves to get upset over this anymore.
I prefer character displays and target ssh, including
ssh on sometimes dodgy slow links. My advice is most
appropriate to the environment I prefer.
Others prefer a local-play-only graphical game with no
communication delays possible and no horrible implementations
of character displays (cough WINDOWS) making operations on
local character displays horribly slow. Their advice is
also most appropriate to their preferred environment.
That's enough to say, really, isn't it?
Indeed. Obviously my advice is for the second group.
That said, I think David was more concerned with universal portability
than with graphics per se. But if portability is extended to telnet and
such, obviously graphics and quick user response have to go by the noard
too.
[To comment on your second point: The console is IMO an afterthought in
Windows, included for back compatibility. If you want to output text on
Windows, you can just open a window(!) and call TextOut() or any of its
successors or wrappers. TextOut outputs a string at an arbitrary pixel
location using colours and fonts previously selected into the window's
device context, and is lightning fast.]
- Gerry Quinn
--
Lair of the Demon Ape (a coffee-break roguelike)
<http://indigo.ie/~gerryq/lair/lair.htm>
.
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