Message-Id: Comments: Authenticated sender is From: "Salvador Eduardo Tropea (SET)" Organization: INTI To: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller), djgpp AT delorie DOT com Date: Tue, 27 May 1997 15:33:05 +0000 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Re: How the Quake source got out... Precedence: bulk leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller) wrote: > > Second, I have seen better source code... check out > > ftp.cdrom.com:/pub/demos/demos/1997 for TONS of stuff that blows away Quake. > > For example, 303 by acme, or even stuff from a few years ago, like Inside by > > CNCD or Machines of Madness by Dubius... Incidentally, the 3D engine for > > Inside is available for licensing... http://hybrid.org/surrender for info, > > this engine really rules. > > I would just like to point out a few things (and I haven'tlooked at the > demo's yet): > i) Quake's engine is now actually old (nearly a year) > ii) Quake runs in a real time game environment, and is not a dedicated 'demo' > iii) Quake real time interprets lotsa of customisable QuakeC code as well as > running a real-time 3D environment > > Of course, there is no doubting there is lots of demos which look really cool, > but are they being used in a fully blown game? I agree with you and what's even more: deliver the game in time and able to run in almost any PC listed in the requirements. SET ------------------------------------ 0 -------------------------------- Visit my home page: http://www.geocities.com/SiliconValley/Vista/6552/ Salvador Eduardo Tropea (SET). (Electronics Engineer) Address: Curapaligue 2124, Caseros, 3 de Febrero Buenos Aires, (1678), ARGENTINA TE: +(541) 759 0013