From: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller) Message-Id: <199705290249.MAA25390@solwarra.gbrmpa.gov.au> Subject: Re: Demos (Was How the Quake source got out) To: adalee AT sendit DOT sendit DOT nodak DOT edu (Adam W Lee) Date: Thu, 29 May 1997 12:49:19 +1000 (EST) Cc: djgpp AT delorie DOT com In-Reply-To: <199705290147.UAA22665@sendit.sendit.NoDak.edu> from "Adam W Lee" at May 28, 97 08:47:17 pm Content-Type: text Precedence: bulk > >I would just like to point out a few things (and I haven'tlooked at the > >demo's yet): > Well, look at them and you'll see what I mean. I will, and I have seen a lot of demo's before - I come from the Amiga world which seemed the most popular demo computer of all time... > >i) Quake's engine is now actually old (nearly a year) > So is Inside, so is Machines of Madness, etc... Quake's engine was dated > when it was released. Quake was dated when released? Ummm... sure... > >ii) Quake runs in a real time game environment, and is not a dedicated 'demo' > Well, these demos are all calculated at realtime, with lots of stuff > happening randomly. Lots of stuff happening randomly? So, if I run these demo's twice in a row, they will be different both times? > >iii) Quake real time interprets lotsa of customisable QuakeC code as well as > >running a real-time 3D environment > It doesn't interpret it realtime, it pre-does it... Also, these demos do > just as much if not more than quake does per cycle. You also have to > figure in that these demos are not allowed to be over 5MB in size or 5 min > in length according to competition rules. The sound is also software > mixed unless you have a GUS, which takes a huge chunk of CPU time... Ummm - I am pretty sure that you will find the QuakeC is 'compiled' into 12 byte instructions and codes which are then interpreted by the game when you run it... I think your missing the point between demos and games... > >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? > These demos aren't made for games, they're made by teenage kids like > myself for thepurpose of making demos... They make 'em for competitions. Exactly. They are _not_ made for games... Get one of these guys to go and write an engine that renders a Quake world and does _everything_ Quake does at the same speed Quake does it (ie: a Quake emulator of sorts), let me play the game with their engine and then I'll be impressed if it runs faster... Leathal.