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Date: | Fri, 20 Jun 1997 14:17:26 -0700 |
From: | Bill Currie <billc AT blackmagic DOT tait DOT co DOT nz> |
Subject: | Re: "Are Allegro's routines fast enough to write Quake-like games?" - |
No. HUH? | |
To: | Jeff Weeks <pweeks AT execulink DOT com> |
Cc: | djgpp AT delorie DOT com |
Reply-to: | billc AT blackmagic DOT tait DOT co DOT nz |
Message-id: | <33AAF366.17CF@blackmagic.tait.co.nz> |
Organization: | Tait Electronics NZ |
MIME-version: | 1.0 |
References: | <199705232152 DOT QAA08574 AT rrnet DOT com> <33875EFC DOT 2306 AT imag DOT net> |
<5m8o7e$mo6 AT freenet-news DOT carleton DOT ca> <338b7ff5 DOT 3171460 AT news DOT cybermax DOT net> | |
<5n24bf$ert AT nr1 DOT toronto DOT istar DOT net> <33953049 DOT 82D8D021 AT alumnos DOT inf-cr DOT uclm DOT es> | |
<33A3F6C0 DOT 305A8DFF AT execulink DOT com> |
Jeff Weeks wrote: > In Quake everything is totally 3D (except the fire) and has dynamic Err, which fire (or haven't I seen it yet (up to e4m4)). All the fires I've seen so far have been 3d (not particularly good, but 3d). Bill -- Leave others their otherness.
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