Acorn Arcade forums: Programming: Quake style 3D fundamentals
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Quake style 3D fundamentals |
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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)
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Andrew |
Message #86349, posted by andreww at 13:16, 5/3/2001 |
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Posts: 555
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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 |
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You're not asking much there Andrew!! 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 |
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:-) 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 |
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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 |
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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 |