From: Erik Max Francis 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> <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 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 Precedence: bulk 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