Reply-To: From: "Arthur" To: "DJGPP Mailing List" , "Pawel Kowalski" Subject: RE: DJ+Allegro & employment? Date: Sun, 2 Aug 1998 15:06:39 +0100 Message-ID: <000201bdbe1e$c4ee74a0$914e08c3@arthur> MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Importance: Normal In-Reply-To: <199808020018420230.00492DC4@pogwizd.tcs.uni.wroc.pl> Precedence: bulk > >> I think that most 3D API's have everything needed to write a good 3d game. > >> However I may be wrong... :) > > > >YOU WHAT?! Call yourself a programmer? > > > >Other things that are needed include talant, and a brain. These are > things that about > >half the modern day 3D programmers are without. > > What I wrote concerned only graphics. It's obvious that a game must be based on > a really good idea, programmer must be good at maths, physics, etc. > I realize it's not very ambitious. > > >Trouble about APIs is that the more powerful they are, the less you have > to program. > >If you can do 3D in software, not using any APIs *then* you're a programmer. And a > >game does NOT have to be 3D to be good. > > Writing a win32 game (that uses 3D hardware) without any standard 3D API > is like writing > DJGPP DOS program without libc. > Have you ever seen a game (that uses 3D hardware) which doesn't use 3D > API? (like DirectX, Glide, > OpenGL) I haven't. And I'm sure there will ever be no such game. Besides, > it's almost impossible > to write a faster 3D API than OpenGL, DirectX, Glide. Read the paragraph that I wrote above. It is indeed almost impossible to write a hardware-based 3D system without an API; but I said "3D in software, not using any APIs" You can beat software APIs using your own routines, if you're good (and several demo crews are). This is why I said that you're a good programmer if you can do that. Using an API requires much less talant. James Arthur jaa AT arfa DOT clara DOT net ICQ#15054819