From: "John M. Aldrich" Newsgroups: comp.os.msdos.djgpp Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH? Date: Tue, 17 Jun 1997 20:23:26 +0000 Organization: Two pounds of chaos and a pinch of salt Lines: 37 Message-ID: <33A6F23E.28E5@cs.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> Reply-To: fighteer AT cs DOT com NNTP-Posting-Host: ppp109.cs.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 Martynas Kunigelis wrote: > > > 100% wrong. Descent is a true 3D engine (mines are built from cubes > > with shaded texture mapping), and the robots and ships are made up of > > texture-mapped polygon models. You're probably referring to the > > powerups and hostages, which are 1D and 2D bitmaps, respectively. Some > > weapon shots are also 1D objects. Gee whiz. Descent is the most > > completely 3D game out there in terms of game play. > > I wander what do you mean by 1D bitmaps? It stands for one-dimensional > I assume, and one dimensional is... a single pixel? When I refer to dimensions, I'm not referring to the bitmaps themselves, I mean that the bitmaps look identical no matter what direction you view them from. For example, many of the bitmaps used by Doom (dying/dead enemies, objects in the landscape, etc.) are one-dimensional. In Descent, powerups and some shots (plasma for example) are one-dimensional. Hostages are two-dimensional (fly over them to see this), and just about everything else is three-dimensional. > Nope... the major difference between Descent and Quake is that in > Descent you can rotate around the Z axis (i.e. turn upside down or left > side up or whatever) while in Quake you can not. Different 3D engines > I guess... That's just a limitation of the programming for the Quake world. I imagine one could easily write an engine in QuakeC that lets you rotate vertically. -- --------------------------------------------------------------------- | John M. Aldrich | "Always listen to experts. They'll | | aka Fighteer I | tell you what can't be done, and why.| | mailto:fighteer AT cs DOT com | Then do it." | | http://www.cs.com/fighteer | - Lazarus Long | ---------------------------------------------------------------------