Mail Archives: djgpp/1997/06/04/11:46:42
Hey Bubba I think your confused about the ANSI C thing.
BTW Quake uses djgpp compatible ASM code - a healthy amount of it.
On 25 May 1997 07:03:10 GMT, ao950 AT FreeNet DOT Carleton DOT CA (Paul
Derbyshire) wrote:
>
>SpankE (dingfam AT imag DOT net) writes:
>> El Guapo Grande del Fuego wrote:
>>>
>>> I'm sorry, but I'd have to say no on this one... Allegro has rather slow
>>> 3D routines if you ask me... Now, if you look at something like Plush3D
>>> by Justin Frankel (http://nullsoft.home.ml.org), that'd probably be fast
>>> enough.
>>>
>>> Allegro's routines are decent, but they definitely need optimization... When
>>> you look at the 3D routines, they're all in C, probably not a good thing :)
>>>
>> Carmack and Abrash both state that Quake was written in 100% ANSI C
>> aswell.
>
>This I doubt very much. Full-ANSI-compliant programs are text only,
>because ANSI doesn't have any graphics stuff specified or standardized!
>This is, presumably, because ANSI C has to be identical on all manner of
>platforms, and there's a world of difference in graphics between an X
>workstation, a PC with an S3, a PC with a Trident, a PC with a (yum!)
>Matrox MGA 2 meg, or a Macintrash... and then, there are text-only
>platforms, such as ordinary Unix software that needs to interface by a
>text-only console or by a term type like VT100 or (of course) ANSI.
>
>So, I cannot see how Quake could be written to have graphics more
>sohisticated than ascii-art without using a library, using a VESA driver,
>or something else non-ANSI...
>--
> .*. Where feelings are concerned, answers are rarely simple [GeneDeWeese]
> -() < When I go to the theater, I always go straight to the "bag and mix"
> `*' bulk candy section...because variety is the spice of life... [me]
>Paul Derbyshire ao950 AT freenet DOT carleton DOT ca, http://chat.carleton.ca/~pderbysh
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