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Mail Archives: djgpp/1997/04/21/14:55:02

Message-Id: <m0wJIHX-000S1kC@natacha.inti.edu.ar>
Comments: Authenticated sender is <salvador AT natacha DOT inti DOT edu DOT ar>
From: "Salvador Eduardo Tropea (SET)" <salvador AT inti DOT edu DOT ar>
Organization: INTI
To: quacci AT vera DOT com (jon), djgpp AT delorie DOT com
Date: Mon, 21 Apr 1997 15:49:48 +0000
MIME-Version: 1.0
Subject: Re: Commercial Games

> <D DOT J DOT Eleveld AT anest DOT azg DOT nl> wrote:
> 
> >I think more likely why Quake was written with DJGPP is that
> >
> >..Big guess here...
> >
> >Quake was initially developed on an high end UNIX platform, and then 
> >basically ported to DOS with some specific DOS and IBM x86 optimizations. 
> > DJGPP makes the transition easier from UNIX to DOS and has pretty good 
> >optimization stuff.
> 
> Interesting.
> 
> I wonder how much of the critical aspects of Quake are in assembly to
> begin with.
All the low level drawing routines are in AT&T assembler. Don't ask how I know 
that.

> Nevertheless, I definitely do agree with the initial poster that
> having Quake as a DJGPP-compiled product is a major selling point for
> DJGPP. I mean, games in general, more than anything else just about,
> push all the limits on hardware and compilers... 
Not true, they use a lot of assembler and a lot of replacements to avoid using 
standard C functions that can slow down all. And the compiler isn't so 
exploided, they just use plain C and the compilation time is very low in 
comparisson with a lot of codes. 

> if it is good enough
> for the sort of cutting-edge, world-class programming technology guys
> like Carmack and Abrash put in to Quake, it is certainly good enough
> for most any DOS project brewing out there. IMHO.
Be sure of that, but I preffer to say: If DJGPP is good enough to compile gcc 
then ... 

SET 
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Visit my home page: http://www.geocities.com/SiliconValley/Vista/6552
Salvador Eduardo Tropea (SET). (Electronics Engineer)
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Buenos Aires, (1678), ARGENTINA
TE: +(541) 759 0013

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