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 Content-Type: text Precedence: bulk > 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.