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Mail Archives: djgpp/1997/06/18/16:42:45

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?
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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.

- Raw text -


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