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Date: | Thu, 19 Jun 1997 08:44:39 -0700 |
From: | Bill Currie <billc AT blackmagic DOT tait DOT co DOT nz> |
Subject: | Re: "Are Allegro's routines fast enough to write Quake-like games?" - |
No. HUH? | |
To: | fighteer AT cs DOT com |
Cc: | djgpp AT delorie DOT com |
Reply-to: | billc AT blackmagic DOT tait DOT co DOT nz |
Message-id: | <33A953E7.DCC@blackmagic.tait.co.nz> |
Organization: | Tait Electronics NZ |
MIME-version: | 1.0 |
References: | <199705232152 DOT QAA08574 AT rrnet DOT com> <33875EFC DOT 2306 AT imag DOT net> |
<5m8o7e$mo6 AT freenet-news DOT carleton DOT ca> <338b7ff5 DOT 3171460 AT news DOT cybermax DOT net> | |
<5n24bf$ert AT nr1 DOT toronto DOT istar DOT net> <33953049 DOT 82D8D021 AT alumnos DOT inf-cr DOT uclm DOT es> | |
<33A3F6C0 DOT 305A8DFF AT execulink DOT com> <33A3FD8C DOT 17E3 AT cs DOT com> | |
<Pine DOT GSO DOT 3 DOT 96 DOT 970617181644 DOT 8410A-100000 AT saule> <33A6F23E DOT 28E5 AT cs DOT com> |
John M. Aldrich wrote: > > 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. No, just a limitation in the CONTROLs (or is that What you meant, John?). You do actually rotate (about 5 degrees) on the Z axis in Quake whenever you slide left or right. And when you're dead, you've rotated ~90 degrees (kind of fun looking around when you're dead:). However, I'ld say your right in that using QuakeC you could provide a means to do a roll, it's just that no means to do so is provided by default. Bill -- Leave others their otherness.
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