From: Dean Kusler Newsgroups: comp.os.msdos.djgpp Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. Date: Thu, 20 Nov 1997 21:08:07 -0600 Organization: DigiPhone Corporation, Bryan/College Station Texas 409-693-8885 Lines: 22 Message-ID: <3474FB16.ECE3FA21@juno.com> References: <199705232152 DOT QAA08574 AT rrnet DOT com> <5mqqq0$ld6$1 AT mack DOT rt66 DOT com> NNTP-Posting-Host: usr01s8.myriad.net 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 > >I'm sorry, but I'd have to say no on this one... Allegro has rather > slow > >3D routines if you ask me... Now, if you look at something like > Plush3D > >by Justin Frankel (http://nullsoft.home.ml.org), that'd probably be > fast > >enough. > > > >Allegro's routines are decent, but they definitely need > optimization... When > >you look at the 3D routines, they're all in C, probably not a good > thing :) > > >Actually, Plush is all C, Allegro uses asm. But good try. > Yeah, bad assembly can be worse than bad compiled code, often much worse. But good assembly is almost always better than good compiled code. I guess Allegro just needs to trash it's 3D code and start with a different algorithm. Implementation is important, but the algorithm more so. neurotic insecurity." - Lazarus Long| ---------------------------------------------------------------------