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Mail Archives: djgpp/1997/06/21/07:17:18

From: Martynas Kunigelis <kunimart AT pit DOT ktu DOT lt>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH?
Date: Tue, 17 Jun 1997 18:20:04 +0300
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On Sun, 15 Jun 1997, John M. Aldrich wrote:

> 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.
> 

I wander what do you mean by 1D bitmaps? It stands for one-dimensional
I assume, and one dimensional is... a single pixel?

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

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...

Martynas


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