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Mail Archives: djgpp/1997/06/19/18:21:46

From: "John M. Aldrich" <fighteer AT cs DOT com>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH?
Date: Wed, 18 Jun 1997 20:49:07 +0000
Organization: Two pounds of chaos and a pinch of salt
Lines: 18
Message-ID: <33A849C3.760E@cs.com>
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> <5o7cfh$890 AT news DOT ox DOT ac DOT uk>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

George Foot wrote:
> 
> One difference between the two engines' capabilities is that some Descent
> maps could not work in Quake, since it is possible to have two segments
> (in Descent) occupying the same 3D space, remaining seperate; I don't
> think Quake can do this. Not that I think it's a good thing to allow...

I've seen it used to amazing effect in some levels.  When done properly,
overlapping cubes allows some really neat space warp type effects.  When
done improperly, it looks terrible.

-- 
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|      John M. Aldrich       | "If 'everybody knows' such-and-such, |
|       aka Fighteer I       | then it ain't so, by at least ten    |
|   mailto:fighteer AT cs DOT com   | thousand to one."                    |
| http://www.cs.com/fighteer |                 - Lazarus Long       |
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