From mboxrd@z Thu Jan 1 00:00:00 1970 Date: Wed, 2 Aug 1995 22:30:29 -0400 From: John Carmack johnc@idnewt.idsoftware.com Subject: Quake on plan 9 Topicbox-Message-UUID: 1135dd92-eac8-11e9-9e20-41e7f4b1d025 Message-ID: <19950803023029.Z8vcDcSGafQaW4njswMuXlKF5KGg3umMEDyQxczWbTg@z> I am going to buy a system to run plan 9 on. Are there any = integrators in the audience that will provide a ready-to-run, high = performance pc system? I want to be able to make a standalone = plan 9 network with a pc and a couple old NEXTStations, as well as = mount some NFS volumes from our main file server. My first project will be to bring up Quake. If anyone has any = comments on troubles I am likely to run into, please let me know. = The game's requirements are: Good keyboard event handling. Up / down notifications for all = keys is ideal, but I can live with some keys being special. A rapid bitmap blitter. Mapping the framebuffer is ideal. A = single copy to screen from shared memory is usually fine. Pumping = a bitmap through a generic imaging function generally isn't. For = actually playing games, as opposed to developing them, an easy way = to change the display resolution, like xfree86, is great. Low level sound access. Mapping the recirculating dma buffers = with a call to get the current dma position is ideal. A blocking = write to a sound stream is fine if I can get tight control of the = buffering done in the driver. Does a sound driver even exist? It = sounds like a fun and straightforward project if not. Non blocking, non buffering TCP/IP. Any implementation that = handles the BSD sockopts should be fine. A way to get raw mickey counts from the mouse would be cool. Our = NEXTSTEP and X versions have to live without mouse input. John Carmack Id Software