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Article #285Re: Dave 'n' Josh
From: sl8nl
Date: Thu, 30 Jul 1992 19:53
Date: Thu, 30 Jul 1992 19:53
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> What this discussion seems to come down to, to me, is a question of > credibility. Josh has made some pretty impressive claims, Dave has > doubted those cliams. Period. Well, I called a truce...let's see what Dave does. > Now, there are ways to settle this. I, personally, know that > Dave can both program and design complex systems. I've played his > games and used Game Workbench. I know he's more technically competent > than me, and -- given a known and an unknown -- I'd be more inclined > to trust his judgement. That doesn't mean that Josh is wrong, though. I don't doubt it. I haven't seen it, but... > Could a complete (but not necessacarily TADS-like) adventure > system be created in three weeks? I suppose, depending on how much > experience and code you had lying around to use. I, personally, have > spent over a year on mine, but if I were to start over I could re- > produce what I have now in, say, a month of part-time work. Given that, > I'd be willing to believe that a system could be put together in three > weeks. In 18K? I'd have to see it to believe it. So, apparently, > does Dave. Thank you for believing that much. I have lots and lots of code lieing around, as I said. Part of it was used. The expression analyzer, for instance, came from the C compiler I wrote (which took a lot longer than 3 weeks). As for the 18k part. Get ahold of ADVSYS by David Betz. His is right in that range. The compiler is 20k, the interpreter (his uses an interpreter) is about 18.5k. Its public domain. I've heard that source is available, but I haven't found it...and no, the executables aren't compressed. > I believe that a flat-surface texture mapping routine could > be written with Bresenham. Would it be fast enough to be real-time? > I'd like to see it. So, apparently, would Dave. The code's posted...I'd like to hear your comments on it,too... > And as for interest: I'm incredibly interested. An 18K > adventure system could revolutionize what I'm doing. I'm sure there > are dozens of people here and in rec.arts.int-fiction that could > really, really use something like that. A real-time flat-surface > texture mapper would generate equal excitement. If the interest is there, I'll post the executables to the system. The original is written in Pascal...I'm doing a C conversion now so I can port it between computers. > I firmly believe that a 16-year-old can be a programming god. Thank you, but I don't consider myself that. > I also believe that nobody is going to believe him until he proves > himself. Which Josh can with one post. Done yesterday... Take care, Josh
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Path: arc1-ca.pugleaf.net!sparky!uunet!caen!hellgate.utah.edu!cc.usu.edu!sl8nl From: sl8nl@cc.usu.edu Newsgroups: rec.games.programmer Subject: Re: Dave 'n' Josh Message-ID: <1992Jul30.135354.57676@cc.usu.edu> Date: 30 Jul 92 13:53:54 MDT References: <greg.712516168@duke> Organization: Utah State University Lines: 59