From: elf AT netcom DOT com (Marc Singer) Message-Id: <199604160526.WAA25291@netcom17.netcom.com> Subject: Re: QUAKE and DJGPPy To: ao950 AT FreeNet DOT Carleton DOT CA Date: Mon, 15 Apr 1996 22:25:00 -0700 (PDT) In-Reply-To: <4kscau$8uq@freenet-news.carleton.ca> from "Paul Derbyshire" at Apr 15, 96 02:29:50 am Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1004 Sender: elf AT netcom DOT com > And their cross developed code on a unix box was going to make sound with > what, and graphics with what? Even if Unix boxes typically had graphics > and sound cards (I guess Linux boxes do anyways, but every "real" unix > I've seen runs on little vt100 terminals connected to a big black box > somewhere with flashing lights and disk drives...) wouldn't they be > saddled with completely rewriting the graphics and sound routines to > finally port it over to DOS? Lastly, the aforementioned graphics and sound > routines probably comprise the bulk of their work! Linux has very complete support for sound hardware. Michael Abrash gave a talk at the Computer Game Developer's Conference about the Quake engine. I was too late to get a seat, but I have a video tape on order of his presentation. I believe that IDs use of DJGPP was not guided by cross-platform compatibility. Instead, I think it is the fact that they have the source to DJGPP and GCC, so there is no mystery code to worry about.