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- Path: mail2news.demon.co.uk!dookie.demon.co.uk
- From: Jonathan Belson <jon@dookie.demon.co.uk>
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Followup-To: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Date: Sat, 30 Mar 96 15:16:02 GMT
- Organization: a Graveyard of Empty Bottles
- Message-ID: <9603301516.AA001yl@dookie.demon.co.uk>
- References: <kae68bq94vf.fsf@lk-hp-9.hut.fi> <952.6662T783T1478@earthlink.net>
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-
- Patrick Sheffield (psheffield@earthlink.net) wrote:
- :
- : >Because there aren't really any Amiga-engines that are quite up
- : >to the job of running Doom-wads. Most of them have limitations that
- : >restrict the geometry (IE only orthogonal walls etc.), viewing
- : >distance or something else. Many, like Gloom, don't support different
- : >height floors at all. Except for textdemo I can only remember one
- : >engine that seemed to have non-orthogonal walls and floorheights but
- : >I can't remember it's name. It was a commercial project.
- :
- : Do you suppose this is a limitation of the Amiga or the implementations?
-
- It's more difficult to write them on the Amiga (to work on a standard
- system). I think it's fair to assume that if you can run them on
- ShapeShifter then you could run them native just as well if you had access
- to the sources (and you were clever 8^)
-
- : I did download a display engine that claimed to work with DOOM wads, but
- : all I got it to do was crash.
-
- If you mean bsp then I managed to get it to work a while ago....mildly
- entertaining, but it's much quicker to run Doom under ShapeShifter.
-
- C-YA
- Jon
-