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Mail Archives: djgpp/1997/05/27/14:20:49

Message-Id: <m0wWLA2-000S1pC@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: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller), djgpp AT delorie DOT com
Date: Tue, 27 May 1997 15:33:05 +0000
MIME-Version: 1.0
Subject: Re: How the Quake source got out...

leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller) wrote:
> > Second, I have seen better source code...  check out
> > ftp.cdrom.com:/pub/demos/demos/1997 for TONS of stuff that blows away Quake.
> > For example, 303 by acme, or even stuff from a few years ago, like Inside by
> > CNCD or Machines of Madness by Dubius...  Incidentally, the 3D engine for
> > Inside is available for licensing...  http://hybrid.org/surrender for info,
> > this engine really rules.
> 
> I would just like to point out a few things (and I haven'tlooked at the
> demo's yet):
> i) Quake's engine is now actually old (nearly a year)
> ii) Quake runs in a real time game environment, and is not a dedicated 'demo'
> iii) Quake real time interprets lotsa of customisable QuakeC code as well as
> running a real-time 3D environment
> 
> Of course, there is no doubting there is lots of demos which look really cool,
> but are they being used in a fully blown game?

I agree with you and what's even more: deliver the game in time and able to run 
in almost any PC listed in the requirements.

SET
------------------------------------ 0 --------------------------------
Visit my home page: http://www.geocities.com/SiliconValley/Vista/6552/
Salvador Eduardo Tropea (SET). (Electronics Engineer)
Address: Curapaligue 2124, Caseros, 3 de Febrero
Buenos Aires, (1678), ARGENTINA
TE: +(541) 759 0013

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