Article View: alt.games.quake
Article #1806Re: Dr Dobb's Article about Quake engine
From: frbr... The Neon Antichrist
Date: Sat, 06 Jan 1996 00:00
Date: Sat, 06 Jan 1996 00:00
31 lines
1664 bytes
1664 bytes
In article <30ebf655...@news.xs4all.nl>, e-c...@xs4all.nl wrote: >I just got the news about an article in Dr. Dobbs called 'Ramblings in >Real Time' by Michael Abrash . It's supposed to be about the Quake >engine. Has anyone read it? And if so, well??? Tell us :) We need to >know ;) > >Alex There is such an article, it's not in DDJ, but in a smaller,thinner magazine, that also has Doctor Dobbs in its title. I haven't read the article, but a 3d engine-coding-freak-friend of mine read some parts of it to me. It explained what kind of data-structures they use for quake, bascially only techie stuff you gaming-people probably don't care about. It said how fast it will be, that it'll use 10000 polygons per level, etc... My friend and I did some "educated guessing" and came to the conclusion that it could run aceptably on something like a 486DX100/Pentium 66. Of course, we lack A LOT of data to be accurate in our estimate, so it might as well be that a P90 is the only way to go. The article, also said, "by the time you read this the shareware version of quake will be avaiable." The article was written somewhere in november I guess, as it appeared in the January (I think) issue. Obviously Abrash was quite wrong. TNA.
Technical Details
Message-ID:
<frbrysse-0601962231140001@igwemc25.vub.ac.be>Path:
mbox-mo1.pugleaf.net!unknown!not-for-mailReferences:
<30ebf655.5874533@news.xs4all.nl>Show Full Headers
Complete Article Headers
From: frbr...@is1.vub.ac.be (The Neon Antichrist) Subject: Re: Dr Dobb's Article about Quake engine Date: 1996/01/06 Message-ID: <frbrysse-0601962231140001@igwemc25.vub.ac.be> X-Deja-AN: 134861657 references: <30ebf655.5874533@news.xs4all.nl> organization: VUB newsgroups: alt.games.quake MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit