Timeline for A different kind of sprite system
Current License: CC BY-SA 4.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Feb 9, 2019 at 20:12 | history | suggested | user39 | CC BY-SA 4.0 | corrected spelling |
| Feb 9, 2019 at 20:11 | review | Suggested edits | |||
| S Feb 9, 2019 at 20:12 | |||||
| Mar 17, 2018 at 16:56 | comment | added | Raffzahn | As I said, there are many ways to improve. But all evolves around a way more complex memory system, so not exactly something you want for a home computer. Even worse, most of this added hardware will only enhance graphics, but the CPUs (of the same time) can't benefit. Bottom line, using the increased hardware for more pixels and faster CPUs would make better way better (game) computers than adding a sophisticated sprite system to a lower resolution system with a slower CPU. | |
| Mar 17, 2018 at 9:01 | comment | added | rwallace | I could argue with some of your specific numbers, e.g. using page mode you can load two bytes in half a microsecond or five bytes in a full microsecond, but good point that a transition position and data pointer each take two bytes, so that's already incurring nontrivial memory bandwidth cost anyway. | |
| Mar 17, 2018 at 0:13 | history | answered | Raffzahn | CC BY-SA 3.0 |