Date: Thu, 19 Jun 1997 08:44:39 -0700 From: Bill Currie Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH? To: fighteer AT cs DOT com Cc: djgpp AT delorie DOT com Reply-to: billc AT blackmagic DOT tait DOT co DOT nz Message-id: <33A953E7.DCC@blackmagic.tait.co.nz> Organization: Tait Electronics NZ MIME-version: 1.0 Content-type: text/plain; charset=us-ascii Content-transfer-encoding: 7bit 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> Precedence: bulk John M. Aldrich wrote: > > 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. No, just a limitation in the CONTROLs (or is that What you meant, John?). You do actually rotate (about 5 degrees) on the Z axis in Quake whenever you slide left or right. And when you're dead, you've rotated ~90 degrees (kind of fun looking around when you're dead:). However, I'ld say your right in that using QuakeC you could provide a means to do a roll, it's just that no means to do so is provided by default. Bill -- Leave others their otherness.