Re: [stella] Qb: v1.00 (alpha #1)

Subject: Re: [stella] Qb: v1.00 (alpha #1)
From: Glenn Saunders <cybpunks@xxxxxxxxxxxx>
Date: Wed, 28 Feb 2001 01:07:30 -0800
At 09:25 AM 2/28/2001 +1100, you wrote:

Thanks for the above.  These are interesting byte-level optimisations which
I will hold-back on for now.  They both create a dependency between the code
and values used for creature types.  Not a serious dependency, but these
things are to be avoided until the last possible moment.

BTW, just so that you know, the Activision games in particular, as David Crane told me, were optimized similarly, with plenty of "serendipitous" trimming due to predetermined values at certain points.


It's definitely a valid way to go ultimately.


Glenn Saunders - Producer - Cyberpunks Entertainment Personal homepage: http://www.geocities.com/Hollywood/1698 Cyberpunks Entertainment: http://cyberpunks.uni.cc


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