Path: chuka.playstation.co.uk!news From: Brian Baird Newsgroups: scee.yaroze.freetalk.english Subject: Re: S*ga Dreamc*st Date: Mon, 03 Aug 1998 09:11:35 +0100 Organization: DMA Design Ltd Lines: 22 Message-ID: <35C570B7.18DE@dma-design.com> References: <3569980E.51FC@saqnet.co.uk> <356A77BD.596@dma-design.com> <356a4d1f.24746116@news.scea.sony.com> <356A8BBD.5DD9@dma-design.com> <35C13E1E.4A99D280@mail.datasys.net> <1dd416x.1cqaclz4vkpc1N@a1-88-110.a1.nl> <6q1g2e$fvf13@chuka.playstation.co.uk> Reply-To: brian@dma-design.com NNTP-Posting-Host: 195.153.133.80 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) Toby Sargeant wrote: > > Of course there is a point at the end of the curve where programmers need > direct hardware access to squeeze the last few cycles out of a machine, and, > I would imagine, the DreamCast can be programmed in this manner too. It can. There's two ways of developing on the Dreamcast - using Sega's own low-level API or the DirectX-like WinCE. > The bigger issue with the DreamCast is its rather strange choice of thes > PowerVR chipset for its rendering engine. While I'm sure that this is > because Sega has used it in plenty of arcade games and hence has a slew > of programmers that know it, and the potential for many arcade conversions, > it really doesn't change the fact that 3d technology has moved on. It uses the next generation of PowerVR technology which is *damn* nice... -- Brian @ DMA [ All opinions & views are my own, not DMA's, yadda, yadda, yadda ]