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Mail Archives: djgpp/1997/05/28/21:49:09

Date: Wed, 28 May 1997 20:47:17 -0500 (CDT)
From: Adam W Lee <adalee AT sendit DOT sendit DOT nodak DOT edu>
Message-Id: <199705290147.UAA22665@sendit.sendit.NoDak.edu>
To: djgpp AT delorie DOT com
Subject: Demos (Was How the Quake source got out)

>I would just like to point out a few things (and I haven'tlooked at the
>demo's yet):

Well, look at them and you'll see what I mean.

>i) Quake's engine is now actually old (nearly a year)

So is Inside, so is Machines of Madness, etc...  Quake's engine was dated
when it was released.

>ii) Quake runs in a real time game environment, and is not a dedicated 'demo'

Well, these demos are all calculated at realtime, with lots of stuff
happening randomly.

>iii) Quake real time interprets lotsa of customisable QuakeC code as well as
>running a real-time 3D environment

It doesn't interpret it realtime, it pre-does it...  Also, these demos do
just as much if not more than quake does per cycle.  You also have to
figure in that these demos are not allowed to be over 5MB in size or 5 min
in length according to competition rules.  The sound is also software
mixed unless you have a GUS, which takes a huge chunk of CPU time...

>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?
>
>Leathal.

These demos aren't made for games, they're made by teenage kids like
myself for thepurpose of making demos...  They make 'em for competitions.
Check out http://www.hornet.org for more info.

atomly
(One of my music disks can be found at
http://www.cdrom.com/pub/demos/music/disks/1997/a/atomly.zip)

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