From: Vic Newsgroups: comp.os.msdos.djgpp Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH? Date: Wed, 04 Jun 1997 16:46:44 -0400 Organization: Communications Accesibles Montreal Lines: 26 Message-ID: <3395D434.65B7@cam.org> 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> Reply-To: tudor AT cam DOT org NNTP-Posting-Host: dynamicppp-191.hip.cam.org 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 Roberto Henriquez Laurent wrote: > Another question: I know the Quake engine is good. But, what are the > big differences between Quake's and Descent's engines? Because Descent > gave real 3D just as Quake does, but at a decent speed in my 486... Why > is Quake's engine so superior? (that would explain the CPU time it > costs) Descent and Quake use different techniques: Quake uses BSP trees while Descent uses portals and interconected segments. In Descent: You are in a room made out of segments. Now you have the position in that room (the segment). Each segment has 6 faces. Those faces can be solid (wall, door etc) or 'empty'-a link to another segment. If you do a simple backface culling on the faces of the segment you will find which ones are visible. Then you verify each face: if visible you pass it to the renderer, if it is 'empty' it meand you can see in another segment, you find out which segment and repeat this stuff with that segment. Even in a big level your frame rated will remain constant as the numbe of polys to check and draw will be little. You can also use portals in descent. Check http://www.rhumba.net/milo/3dgames/index.html for segment explanations and http://www.geocities.com/CapeCanaveral/5402/ for portal stuff. In quake: you traverse most of the BSP tree. This is somewhat slower. -- http://www.cam.org/~tudor "I INSERTED THE DISK INTO THE COMPUTER, AND TURNED IT ON. LET THERE BE DOS,I SAID! AND THERE WAS DOS." -- Bill Gates, 1977