RE: RE: Space Wars

From: Justin Monast <jmonast_at_naughtydog.com>
Date: Thu Feb 03 2000 - 17:50:43 EST

        This I all very cool, but at what point are we going to need faster
monitors to drive all these vectors:)

P.S. Something like this would be great for the vectrex!!

-----Original Message-----
From: owner-vectorlist@synthcom.com
[mailto:owner-vectorlist@synthcom.com]On Behalf Of Clay Cowgill
Sent: Thursday, February 03, 2000 2:22 PM
To: vectorlist@synthcom.com
Subject: Re: VECTOR: RE: Space Wars

>I too am wondering why a co-processor is needed. To say "he's doing real"
>hard stuff doesn't justify adding a co-processor. Just don't do such an
>elaborate collision detection. Here's a suggestion:

No offense intended, but you're kind-of missing the point. ;-) Think big
picture: We're trying to build a platform that just plugs into a Space
Duel/Gravitar that will encourage people to write new games for the system
hardware and sell them on little "cartridges" that plug into some slots on
the board. Kinda like a Vector Neo-Geo if you will...

With some tricks and compromises I'm sure you could probably come "close
enough" to do a version of Space Wars on SD hardware, but for around $10
bucks in parts we can add a math-coprocessor that concievably makes games
that are *not* possible now, possible later on... Atari had math
acceleration (and moved to the 6809) for a reason-- more compute power for
the game...

People have a tendency not to finish projects. Anything that we do that
makes it easier to finish a game is probably a good thing 'cause that's one
more toy for all of us to play with. ;-) Adding additional RAM and ROM, and
even math-acceleration should make it easier to code on the platform without
needing such massive investments of time to squeeze ever last cycle out of
the system.

-Clay
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Received on Thu Feb 3 18:00:14 2000

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