delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1997/06/30/02:03:38

From: Erik Max Francis <max AT alcyone DOT com>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH?
Date: Wed, 25 Jun 1997 22:10:52 -0700
Organization: Alcyone Systems
Lines: 18
Message-ID: <33B1F9DC.42406B3A@alcyone.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>
NNTP-Posting-Host: newton.alcyone.com
Mime-Version: 1.0
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...

Yes; Descent can have nonphysical playing fields, where passages can lead
through solid objects and other passages, whereas Quake cannot.

-- 
       Erik Max Francis, &tSftDotIotE / email / max AT alcyone DOT com
                     Alcyone Systems /   web / http://www.alcyone.com/max/
San Jose, California, United States /  icbm / 37 20 07 N  121 53 38 W
                                   \
     "Covenants without the sword / are but words."
                                 / Camden

- Raw text -


  webmaster     delorie software   privacy  
  Copyright © 2019   by DJ Delorie     Updated Jul 2019