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Mail Archives: djgpp/1997/05/26/20:43:21

From: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller)
Message-Id: <199705270037.KAA03208@solwarra.gbrmpa.gov.au>
Subject: Re: How the Quake source got out...
To: wimmer1 AT rrnet DOT com (Randau F. Wimmer)
Date: Tue, 27 May 1997 10:37:24 +1000 (EST)
Cc: djgpp AT delorie DOT com
In-Reply-To: <199705262127.QAA22176@rrnet.com> from "Randau F. Wimmer" at May 26, 97 04:27:12 pm

> Second, I have seen better source code...  check out
> ftp.cdrom.com:/pub/demos/demos/1997 for TONS of stuff that blows away Quake.
> For example, 303 by acme, or even stuff from a few years ago, like Inside by
> CNCD or Machines of Madness by Dubius...  Incidentally, the 3D engine for
> Inside is available for licensing...  http://hybrid.org/surrender for info,
> this engine really rules.

I would just like to point out a few things (and I haven'tlooked at the
demo's yet):
i) Quake's engine is now actually old (nearly a year)
ii) Quake runs in a real time game environment, and is not a dedicated 'demo'
iii) Quake real time interprets lotsa of customisable QuakeC code as well as
running a real-time 3D environment

Of course, there is no doubting there is lots of demos which look really cool,
but are they being used in a fully blown game?

Leathal.

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