Mail Archives: djgpp/1997/08/06/03:34:27
On Tue, 17 Jun 1997 20:23:26 +0000, "John M. Aldrich"
<fighteer AT cs DOT com> wrote:
>Martynas Kunigelis wrote:
>>
>> > 100% wrong. Descent is a true 3D engine (mines are built from cubes
>> > with shaded texture mapping), and the robots and ships are made up of
>> > texture-mapped polygon models. You're probably referring to the
>> > powerups and hostages, which are 1D and 2D bitmaps, respectively. Some
>> > weapon shots are also 1D objects. Gee whiz. Descent is the most
>> > completely 3D game out there in terms of game play.
>>
>> I wander what do you mean by 1D bitmaps? It stands for one-dimensional
>> I assume, and one dimensional is... a single pixel?
Not to picky here or anything, put a 1D object is not a pixel, it's a
line. Not to be picky or anything, you understand :D
>
>When I refer to dimensions, I'm not referring to the bitmaps themselves,
>I mean that the bitmaps look identical no matter what direction you view
>them from. For example, many of the bitmaps used by Doom (dying/dead
>enemies, objects in the landscape, etc.) are one-dimensional.
>
>In Descent, powerups and some shots (plasma for example) are
>one-dimensional. Hostages are two-dimensional (fly over them to see
>this), and just about everything else is three-dimensional.
>
>> Nope... the major difference between Descent and Quake is that in
>> Descent you can rotate around the Z axis (i.e. turn upside down or left
>> side up or whatever) while in Quake you can not. Different 3D engines
>> I guess...
>
>That's just a limitation of the programming for the Quake world. I
>imagine one could easily write an engine in QuakeC that lets you rotate
>vertically.
>
>--
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>| John M. Aldrich | "Always listen to experts. They'll |
>| aka Fighteer I | tell you what can't be done, and why.|
>| mailto:fighteer AT cs DOT com | Then do it." |
>| http://www.cs.com/fighteer | - Lazarus Long |
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