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DQB and CosmoX fans, benchmarks...
#11
Okay - That "7.1" scared me... I thought I lost 6 major releases :lol: I'll look for that 1.7 version (I have 1.6.?).

I have my new engine 96% finished and I don't feel like changing to CosmoX... Maybe for my next game.

[that's 'cause I prefer lo-res 320x200 for a QB retrogame, so I need the fastest mode 13h lib] [And UGL only works in my card @ 640x480 and wider resollutions].
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#12
I wasn't really fair, i left out that on a 486 cosmox performs better then dqb's TriG. And rel, on pentium and up ugl own all of them Smile Check out Erics benchmarks. And I find the transparent blit part har to belive.
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#13
Quote:I have my new engine 96% finished and I don't feel like changing to CosmoX... Maybe for my next game.

[that's 'cause I prefer lo-res 320x200 for a QB retrogame, so I need the fastest mode 13h lib] [And UGL only works in my card @ 640x480 and wider resollutions].

To be honest, most CosmoX commands are a straight swap for DQB ones.. often all you have to change is the function name. I think this is one of the reasons it has become so popular; people 'know' DQB, so switching to CosmoX is easy. And it is better for what you and I would use it for: 2d stuff in old skool 320x200. I think UGL had a hard time taking off because it's something 'different'. Sure, it mocks all other libs in terms of speed, but as QB coders we're not exactly known for grasping the latest technology, are we? Wink

But unless youre having speed problems anyway there's no real point in changing at this stage. What are you working on anyway? Smile
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#14
When I get 50~60 fps in my 233 MMX computer having three planes of parallax scroll, I don't need to change the library... I'll stick to DQB for my current project.

But I'll change to CosmoX for my next game. Jill 2 will need really fast graphics, 'cause I am planning to add AI and computational stuff, so I'll need time.
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#15
Err, tell me Piptol. Have you even tried making a simple p*p engine with UGL? And i guess, as most qb coders still write spagetthi code and wouldn't know what coding style or design means, they can't really appreciate somethings that been well thought through and has a robust design. It's funny how many say ugl is different, it's hard. When you don't have to bother with stupid limiting arrays, adresses and making cache systems to use ems/xms becuase you can't fit your graphics in conv. memory. It's funny how with UGL you never have to bother with crap like that. Yet people who hasn't even tried it say that it's hard.

God that pisses me of. Show a blind person a ferrari, then show him a skoda. And ask him which one is prettier. This is sort of the situation here...
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#16
Quote:I did the benchmarks on the Sprite routines and CosmoX beats all the LIB(including Mine and UGL) in transparent put. Just about a 100 /sec on a 486. Though Solidly, its a lil slow...

What did you do rel? Use EMS dcs ? Smile
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#17
That DC-like structure of UGL is not hard for me. I don't use it 'cause I can't, it doesn't work with my card, so I can't use it. If I could, I'd use it.
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#18
Quote:God that pisses me of. Show a blind person a ferrari, then show him a skoda. And ask him which one is prettier. This is sort of the situation here...

Ferraris aren't *THAT* bad, people who drive Skodas just have(or had) other priorities. ;-)
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#19
We don't mind if people don't use it. But what pisses us off is when people who have never used it start complaining. This has happend many times, and when i really show them the lib they always say "whoa, i was so wrong. To tell you the truth i hadn't tried it before and was making excuses"

That really pisses us off.
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#20
Quote:That DC-like structure of UGL is not hard for me. I don't use it 'cause I can't, it doesn't work with my card, so I can't use it. If I could, I'd use it.

Well, mode 13h works on all cards and computers.
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