From: Martynas Kunigelis 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 18:20:04 +0300 Organization: LITNET Lines: 33 Message-ID: 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> NNTP-Posting-Host: saule.pit.ktu.lt Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII In-Reply-To: <33A3FD8C.17E3@cs.com> To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk On Sun, 15 Jun 1997, John M. Aldrich wrote: > Jeff Weeks wrote: > > > > As far as I know, Descent really wasn't 3D. It uses (pretty much) the > > same ol' tricks that Doom did to create pseudo 3D worlds. You'll also > > notice that in descent, the characters are actually 2D sprites. > > 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? > The only major differences between Descent and Quake are the latter's > powerful scripting language (QuakeC) and more versatile level designs. > 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... Martynas