Message-ID: <199808020018420230.00492DC4@pogwizd.tcs.uni.wroc.pl> In-Reply-To: <000b01bdbd6d$c1d6b2c0$ad4e08c3@arthur> References: <000b01bdbd6d$c1d6b2c0$ad4e08c3 AT arthur> Date: Sun, 02 Aug 1998 00:18:42 +0200 From: "Pawel Kowalski" To: arfa AT clara DOT net, djgpp AT delorie DOT com Subject: RE: DJ+Allegro & employment? Mime-Version: 1.0 Content-Type: text/plain; charset="ISO-8859-1" Content-Transfer-Encoding: 8bit Precedence: bulk *********** REPLY SEPARATOR *********** On 98-08-01, at 19:36, Arthur wrote: >> 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. Pawel Kowalski