Message-Id: Comments: Authenticated sender is From: "Salvador Eduardo Tropea (SET)" Organization: INTI To: quacci AT vera DOT com (jon), djgpp AT delorie DOT com Date: Mon, 21 Apr 1997 15:49:48 +0000 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Re: Commercial Games Precedence: bulk > wrote: > > >I think more likely why Quake was written with DJGPP is that > > > >..Big guess here... > > > >Quake was initially developed on an high end UNIX platform, and then > >basically ported to DOS with some specific DOS and IBM x86 optimizations. > > DJGPP makes the transition easier from UNIX to DOS and has pretty good > >optimization stuff. > > Interesting. > > I wonder how much of the critical aspects of Quake are in assembly to > begin with. All the low level drawing routines are in AT&T assembler. Don't ask how I know that. > Nevertheless, I definitely do agree with the initial poster that > having Quake as a DJGPP-compiled product is a major selling point for > DJGPP. I mean, games in general, more than anything else just about, > push all the limits on hardware and compilers... Not true, they use a lot of assembler and a lot of replacements to avoid using standard C functions that can slow down all. And the compiler isn't so exploided, they just use plain C and the compilation time is very low in comparisson with a lot of codes. > if it is good enough > for the sort of cutting-edge, world-class programming technology guys > like Carmack and Abrash put in to Quake, it is certainly good enough > for most any DOS project brewing out there. IMHO. Be sure of that, but I preffer to say: If DJGPP is good enough to compile gcc then ... SET ------------------------------------ 0 -------------------------------- Visit my home page: http://www.geocities.com/SiliconValley/Vista/6552 Salvador Eduardo Tropea (SET). (Electronics Engineer) Address: Curapaligue 2124, Caseros, 3 de Febrero Buenos Aires, (1678), ARGENTINA TE: +(541) 759 0013