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They've been meeting for 15 years though. Doom was a 2d program that used a simple, yet novel, illusion to appear 3d.
Then comes Quake, which is 3d, but keeps 2d interfaces for setting your game up (you know, the intro menu and all subsequent controls). Those 2d interfaces are rendered with 3d hardware though (I'm sure because it'd be very difficult to work windows forms controls into a directx context).
Then they met in OS X with 3d hardware performing 2d interfaces. And they met before with 2d hardware using image tricks to show 3d scenes for interfacing with your computer and gaming (that awful 3d desktop environment from like 1991, I think Microsoft called it Bob or something; and Myst).
They've been meeting for a long time, I'm not sure where you've been.
Just to be clear, the real meaning in my post was the "use the right tool for the job" part. You are focusing on the bit of humor at the end.
I agree with the examples you cite. They come under the heading of using the right tool for the job at the time the job was done.






Member since:
2005-07-24
"""
4. Something for that 3d card you bought (you can't really get around it anymore) to do.
"""
Oh, believe me. I *love* 3D. I'll never forget how stunned I was when I saw the original Quake for the first time. (I was a little late for Doom.)
In fact, I had just finished with a Quake4 level when I saw your response.
My views about 3D vs 2D are pretty much like my views about GUI vs character-based: Use the right tool for the job.
I can, and have, played Quake on a Wyse60 at 38400 baud with the ascii art lib. (It's a drop in replacement for svgalib.)
But I prefer it on my 22" flat panel at 1680x1050.
Conversely, I could administer my system with the Doom based admin tools that some of the more over-imaginative members of the community have conjured up.
But I prefer to use the console utilities, thank-you-very-much. ;-)
2D is 2D and 3D is 3D and never the twain shall meet.