Mail Archives: djgpp/1997/05/29/08:59:38
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>From: Adam W Lee[SMTP:adalee AT sendit DOT sendit DOT nodak DOT edu]
>Sent: Wednesday, May 28, 1997 9:47 PM
>To: djgpp AT delorie DOT com
>Subject: Demos (Was How the Quake source got out)
>
>>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...
Yes, Quake does interpret the code real time. Ever heard of Java?
Well,
that's a compiled and an interpreted language. Quake C runs much the
same way as Java. It is parsed by the compiler, but it is interpreted
by
Quake.
>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.
We've all been watching the demos for years. Nobody is denying the
validity of the Demo programmers, but games and demos are two
totally different things. It's like comparing Microsoft Word to Excell.
They use similar techniques, but they serve two completely different
purposes. As such *BOTH* are valid in their own ways. I personally
would give John Carmack much more credit for what he has accomplished
than the demo writers. It's not just that he's written the game, but
he's
applied techniques to games nobody ever had before (BSP trees) that
revolutionized the computer industry. That is a hell of a lot more than
any teenage demo coder has ever accomplished. Sure, anybody could
have done it, but he was smart enough to do it first.
>
>Bryan Murphy (aka Dalroth)
>Web Developer
>HCST, Inc. : http://www.hcst.com/
>Home Page: http://www.hcst.com/~bryan/
>
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