Mail Archives: djgpp/1997/06/18/07:17:47
Martynas Kunigelis wrote:
>
> > 100% wrong. Descent is a true 3D engine (mines are built from cubes
> > with shaded texture mapping), and the robots and ships are made up of
> > texture-mapped polygon models. You're probably referring to the
> > powerups and hostages, which are 1D and 2D bitmaps, respectively. Some
> > weapon shots are also 1D objects. Gee whiz. Descent is the most
> > completely 3D game out there in terms of game play.
>
> I wander what do you mean by 1D bitmaps? It stands for one-dimensional
> I assume, and one dimensional is... a single pixel?
When I refer to dimensions, I'm not referring to the bitmaps themselves,
I mean that the bitmaps look identical no matter what direction you view
them from. For example, many of the bitmaps used by Doom (dying/dead
enemies, objects in the landscape, etc.) are one-dimensional.
In Descent, powerups and some shots (plasma for example) are
one-dimensional. Hostages are two-dimensional (fly over them to see
this), and just about everything else is three-dimensional.
> Nope... the major difference between Descent and Quake is that in
> Descent you can rotate around the Z axis (i.e. turn upside down or left
> side up or whatever) while in Quake you can not. Different 3D engines
> I guess...
That's just a limitation of the programming for the Quake world. I
imagine one could easily write an engine in QuakeC that lets you rotate
vertically.
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