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Different quake engines
Different quake engines















Ramblings in Realtime and Graphics Programming Black Book. Doom created the gerne but quakes DNA (because it was the first popular 3D fps) is basically in almost every big shooter franchise nowadays because so many developers licensed the quake engines to create their own IPs. If you're interested in how all these cool Quake things can be done, read Michael Abrash's books, e.g. quake 1-3 were super fucking influential maybe even more influential than doom. More details can be found through here and here.

#DIFFERENT QUAKE ENGINES MOD#

Its game space wasn't inherently flat as Doom and rendering allowed looking at things at different angles as you say. Elden Ring and Quake, two games that, on the surface, could not be more different, have finally been forged together courtesy of a new Quake mod which. Real-life experience so far beats everything available on the market for the general consumer.Ĭompared to Doom, Quake had advanced lighting (via light maps), shading, better texture mapping (via MIP maps, reducing the aliasing artifacts observable when looking at distant objects) and 3d objects instead of sprites. Two different developers with two different existing engines for the respective platforms just used those engines and made a game in them that looked like Quake II with models, textures and level design. The game did not use the Quake II engine on either N64 or PSX. as some will either run poorly on other engines, or not even run at. Here is a useful but not quite excellent read on the problem of viewmodels in different Quake engines. Currently we don't have such a mighty technology in our computers and TVs. Depends on what your definition of 'completely different' is. Are there any source ports out there that strive for this level of authenticity For example Quake 2 has the excellent Yamagi, which is a very faithful source port. Perhaps the truest 3d possible is one that is indistinguishable from what you see in real life, meaning photographically-realistic quality of rendering of objects, lighting, shades, fully taking into account changes as they happen in real time, creating the sense of depth and also changing with the viewer's position, their use of left, right or both eyes and changing focus.

different quake engines

I don't think there's a single universal definition. You can find more information on the Doom wiki and on Wikipedia - both are derived from a write-up I wrote on everything2 years ago. With this post Ill just list my top engines as of 2022 to enjoy the first 3 Quake games, on any major platform (Windows, Linux or Mac). It's like extending the vertical height of the screen and then providing a window into it that moves up and down. True vertical look up and down isn't possible for the reasons you explain - games such as Heretic and Hexen which added the ability to do this used Y-shearing, which is essentially a hack. This makes sure that they are rendered in order, so that far away walls are occluded by closer ones. The geometry of the level is divided into a binary tree, and that tree is walked down to render the scene.Īt each point in the tree there are two subtrees, and these are walked in an order that depends on the location of the player in relation to the line that divides them. Just to point out, Doom's rendering engine is not a raycaster (as Wolfenstein 3D is) - that is, it doesn't work by casting a ray for each column of the screen.















Different quake engines