![]() ![]() You can see examples of how the same basic engine can still handle some things quite differently in exploring how the old Thief games rendered the world.Īnd of course, if you really want the nitty gritty details of Quake's engine, you can peruse Michael Abrash's extremely in-depth tome on the matter. ![]() But you can already see how calling it a "true-3D-brush-and-BSP-using-scanline-rasterization-engine" starts to get a little cumbersome. ![]() There are several other ways in which you could classify the engine (such as how it rendered the environment front-to-back but still wrote to a depth buffer for handling the rendering of mobile objects, like characters). It used scanline rasterization, as noted in the comments, to produce the final scene image. Quake was released some 23 years ago, a landmark game by id Software. There are around 2000 earthquakes per year, and strong earthquakes occur quite often as well. I was born in a country that experiences a lot of earthquakes: Taiwan. There are a lot of natural disasters that happen around the world every year, including earthquakes. It is a BSP engine, because after pre-processing the brushes that define a map, a BSP tree is built for dealing with polygon visibility. Mythical animals of earthquake on Behance. It is a brush engine, in that it uses oriented convex 3D geometry to define interior spaces of the game world. 3.1 Scene setup The most important task is to decide the setup that is to be presented to the viewers. It's a true 3D engine, in that it could render actual 3D geometry and not the sort of extruded and offset 2D maps of some of its predecessors. earthquake, and (b) rendering the said animations for the virtual reality platform of interest. That said, the Quake rendering engine does has several identifying features: There isn't a single term for it (other than "Quake-like" or similar), because rendering engines can differ or not in a variety of ways. ![]()
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