Date: Wed, 25 Jun 1997 13:45:30 -0700 From: Bill Currie Subject: Re: DJGPP vs. Watcom To: djgpp AT delorie DOT com Reply-to: billc AT blackmagic DOT tait DOT co DOT nz Message-id: <33B1836A.16F3@blackmagic.tait.co.nz> Organization: Tait Electronics NZ MIME-version: 1.0 Content-type: text/plain; charset=us-ascii Content-transfer-encoding: 7bit References: <33AC0CEC DOT 5C86 AT oregoncoast DOT com> <33ac9f88 DOT 1727104 AT news DOT nol DOT net> <33ADD5C7 DOT 37EA AT concentric DOT net> <5oot4l$3vh AT news DOT network DOT com> Precedence: bulk Mike Collins wrote: > >Off topic, but....before there was pentium there was doom. After the > >Pentium there was Quake :) > > I think the latter is a fair statement. The two games seem to me to > present a similar game scenario. If DOOM can run on a slower PC, that > surely points to its code being more efficient? No, just that DOOM has a much easier job to do. DOOM is only 2.5d while quake is 3d (vertical walls, no bridges, simple lighting, sprite monsters ...). Now, if you compile Quake with watcom you will get a much better comparison. However, I believe most of the speed critical code is in assembly, so the compiler is irrelevant (djgpp was chosen for it's price tag for redistribution purposes (which got ditched when id decided to use QuakeC instead (strange language))). Bill -- Leave others their otherness.