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Mail Archives: djgpp/1997/06/20/00:24:18

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: Sun, 15 Jun 1997 14:34:52 +0000
Organization: Two pounds of chaos and a pinch of salt
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Message-ID: <33A3FD8C.17E3@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>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Jeff Weeks wrote:
> 
> As far as I know, Descent really wasn't 3D.  It uses (pretty much) the
> same ol' tricks that Doom did to create pseudo 3D worlds.  You'll also
> notice that in descent, the characters are actually 2D sprites.

100% wrong.  Descent is a true 3D engine (mines are built from cubes
with shaded texture mapping), and the robots and ships are made up of
texture-mapped polygon models.  You're probably referring to the
powerups and hostages, which are 1D and 2D bitmaps, respectively.  Some
weapon shots are also 1D objects.  Gee whiz.  Descent is the most
completely 3D game out there in terms of game play.

The only major differences between Descent and Quake are the latter's
powerful scripting language (QuakeC) and more versatile level designs.

-- 
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|      John M. Aldrich       | "A woman is not property, and hus-   |
|       aka Fighteer I       | bands who think otherwise are living |
|   mailto:fighteer AT cs DOT com   | in a dreamworld."                    |
| http://www.cs.com/fighteer |                - Lazarus Long        |
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