From: Brian Osman Newsgroups: comp.os.msdos.djgpp Subject: Re: Quake Editing Utilites Date: Sat, 15 Feb 1997 00:21:54 -0500 Organization: Rensselaer Polytechnic Institute, Troy NY, USA Lines: 21 Message-ID: <330547F2.33F0@rpi.edu> References: <2 DOT 2 DOT 32 DOT 19970213044916 DOT 0069e530 AT delilah> <5durbn$39b AT flex DOT uunet DOT pipex DOT com> <5e36he$lf7$1 AT news DOT inc DOT net> <330562D1 DOT 3C46 AT cs DOT com> <5e3g5e$qs2 AT news DOT ox DOT ac DOT uk> Reply-To: osmanb AT rpi DOT edu NNTP-Posting-Host: darkwing.stu.rpi.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp George Foot wrote: > > John M. Aldrich (fighteer AT cs DOT com) wrote: > : Yeah, and wouldn't that be a great plug for DJGPP - the only compiler > : that can build Quake for DOS! :) > > Hadn't thought of it that way... Of course, they'd have to > prohibit compiling the game on lesser compilers ;) > > As if Quake isn't a big enough plug as it is... > > George Foot > Merton College, Oxford. I can't imagine Quake would even compile, much less run using one of the lesser compilers. I was reading about one of the NES or SNES emulators which was being developed with Visual C++. At some point in time, they simply switched to compiling with DJGPP and got something like a 10-20% speed increase. Poetic, isn't it? Brian