3 ms·
I'm amazed Fury3 worked under WinG. I used WinG for some simple 2D games, but I don't think I would have tried texture-mapped 3D! We wrote this game on DirectX
by qingcharles 2y ago
I'm amazed Fury3 worked under WinG. I used WinG for some simple 2D games, but I don't think I would have tried texture-mapped 3D!
We wrote this game on DirectX 1.0. It was a pig because the game was designed to be all 2D sprites, but early in the project it became clear there wasn't enough RAM, so I wrote a 3D engine that integrated with the 2D backgrounds. The video cards of the day didn't like that shit, and there was no acceleration at the time.
https://www.youtube.com/watch?v=9UOYps_3eM0 https://www.youtube.com/watch?v=9UOYps_3eM0
All the DirectX code itself felt sluggish as games were coming from highly optimized bare-metal C/x86 to running on a multi-tasking OS through an API that was written in (probably) pretty unoptimized C++.
- markus_zhang 2y agoWow that looks pretty slick. Now I know why early Windows don't have competitive games and why things like WinG and DirectX are pretty big. I think Carmack did not jump on the DirectX wagon until much later.
- pjmlp 2y agoYes, he and Id pushing miniGL are pretty much why Glide lost and everyone was into MS-DOS and OpenGL graphics for a while. However by DirectX 10, he was also not happy with OpenGL mess, and changed his mind on DirectX. https://www.bit-tech.net/news/gaming/pc/carmack-directx-better-opengl/1/ https://www.bit-tech.net/news/gaming/pc/carmack-directx-bett...