From: deanh AT zip DOT com DOT au (Dean) Newsgroups: comp.os.msdos.djgpp Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH? Date: Fri, 01 Aug 1997 12:46:35 GMT Organization: The Zipsters Lines: 45 Message-ID: <33e1da4a.1183603@news.zip.com.au> 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> NNTP-Posting-Host: 203.12.97.76 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk On Tue, 17 Jun 1997 20:23:26 +0000, "John M. Aldrich" wrote: >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? Not to picky here or anything, put a 1D object is not a pixel, it's a line. Not to be picky or anything, you understand :D > >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 | >---------------------------------------------------------------------