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Acorn Arcade forums: Programming: Quake style 3D fundamentals
 
  Quake style 3D fundamentals
  andreww (13:16 5/3/2001)
  johnstlr (18:29 5/3/2001)
    andreww (23:01 5/3/2001)
      johnstlr (09:16 6/3/2001)
        davidm (11:19 6/3/2001)
 
Andrew Message #86349, posted by andreww at 13:16, 5/3/2001
AA refugee
Posts: 555
Could somebody tell me how Quake operates? Does it use a combination of the Wolfenstein/Doom raycasting / sprite scaling to simulate 3d in combination with polygon plotting which uses z-coords for the objects?
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Lee Johnston Message #86350, posted by johnstlr at 18:29, 5/3/2001, in reply to message #86349
Member
Posts: 193
You're not asking much there Andrew!! wink

The problem is that it took Michael Abrash the best part of a large book to discuss Quake in detail.

Quake uses a system of Binary Space Partitioned (BSP) trees combined with sets of potentially visible polygons and z buffering.

www.flipcode.com has a tutorial on the Quake 2 BSP format at

http://www.flipcode.com/tutorials/tut_q2levels.shtml

but this is not an introduction to BSP trees. A good place to start is the BSP FAQ at

http://www.uni-giessen.de/faq/archiv/graphics.bsptree-faq/msg00000.html

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Andrew Message #86351, posted by andreww at 23:01, 5/3/2001, in reply to message #86350
AA refugee
Posts: 555
:-)

I just meant does it use a combination of 2d sprites as the 3d walkabouts did initially as I understand or has this approach been ditched in favour of texture-mapped polygons throughout in a system using only a 3d engine?

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Lee Johnston Message #86352, posted by johnstlr at 09:16, 6/3/2001, in reply to message #86351
Member
Posts: 193
Nope, all the enemies are full 3D texture mapped meshes and always have been in the Quake series. I believe sprites are only used to represent guns now (IIRC in Quake III explosions are generated using a particle system but I could be wrong).

Essentially the scenery is precalculated so the system knows which polygons are visible from any location. Enemies are then added on top using a z-buffer.

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David McEwen Message #86353, posted by davidm at 11:19, 6/3/2001, in reply to message #86352
Member
Posts: 100
This site contains a document created from Abrash's talk at the Game Developer Conference in 96 that mentions the techniques used in the Quake engine.

http://www.gamers.org/dEngine/quake/papers/mikeab-cgdc.html

You may find it interesting...

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Acorn Arcade forums: Programming: Quake style 3D fundamentals