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Mail Archives: djgpp/1997/06/20/22:53:22

From: mert0407 AT sable DOT ox DOT ac DOT uk (George Foot)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH?
Date: 18 Jun 1997 01:09:05 GMT
Organization: Oxford University, England
Message-ID: <5o7cfh$890@news.ox.ac.uk>
References: <199705232152 DOT QAA08574 AT rrnet DOT com> <33875EFC DOT 2306 AT imag DOT net> <5m8o7e$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>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

John M. Aldrich (fighteer AT cs DOT com) 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.

Indeed you can; there's a patch which makes you sway from side to side
after being hit by explosives (concussion), and if you look carefully your
man leans sideways as he strafes.

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...

-- 
George Foot <mert0407 AT sable DOT ox DOT ac DOT uk>
Merton College, Oxford

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