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Quake on iPod.

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LambdaCalculus:
According to Wikipedia:


--- Quote ---The Quake engine, like the Doom engine, used Binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.

--- End quote ---

I remember that the initial release used software rendering only. Hardware rendering wasn't available, unless a patch for the appropriate video card was used.

Amiga Quake goes to prove that it MAY, just MAY... be possible to at least achieve acceptable speed on even Coldfire targets. Since Coldfire is part of the 680x0 family to begin with, Quake could just be able to run on those platforms.

saratoga:
No this isn't possible.  You're not going to run a game that needed a ~100 CPU + FPU on a single 75MHz integer only system.  

LambdaCalculus:

--- Quote from: saratoga on September 11, 2007, 03:03:10 PM ---No this isn't possible.  You're not going to run a game that needed a ~100 CPU + FPU on a single 75MHz integer only system.  

--- End quote ---

No arguments here.

Well, questions were answered, theories put to rest, and the world is safe once again thanks to the power of the Rockbox devs. :)

GodEater:
Actually, Llorean and I are still keen to see someone try this. Then, when others come along later, and ask for Quake II, Quake III, Quake IV, Doom III and other things (which they already have, and doubtless will again) - we can point them at the Quake I port, and go "Look - it sucks hugely. And what you're asking for will suck even worse!".

:)

LambdaCalculus:
Maybe it'll get a few kids to finally shut up about putting games on a DAP. :)

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