Blues News! Man, that takes me back...
Please explain? I haven't heard of blues news before. And the FAQ doesn't explain much... (I gather it's some kind of games related blog/news aggregation site?)
Quake's Lighting Model: Surface Caching (1996)
31–40 of 51 posts
Re: Quake's Lighting Model: Surface Caching (1996)
#32Isn't it sad that every generation of programmers forgets, probably not deliberately, that previous generations of programmers existed and were just as smart and talented as we are today?
You want to make your way in the Computer Science field? Simple. Calculate rough time of amnesia (hell, 10 years is plenty, probably 10 months is plenty), go to the dusty archives, dig out something fun, and go for it. It’s worked for many people, and it can work for you. Ron Minnich
Re: Quake's Lighting Model: Surface Caching (1996)
#33Earlier quoted context omitted.
Looking for a pdf now too. Here's what I've found so far: https://graphics.stanford.edu/papers/texture/texture.nocolor...
Here's my original Stanford page with info on it, I'm surprised it's still up. lol :) http://www.graphics.stanford.edu/~rsg/siggraph94/index.html
Re: Quake's Lighting Model: Surface Caching (1996)
#34Earlier quoted context omitted.
You want to make your way in the Computer Science field? Simple. Calculate rough time of amnesia (hell, 10 years is plenty, probably 10 months is plenty), go to the dusty archives, dig out something fun, and go for it. It’s worked for many people, and it can work for you. Ron Minnich
This is pretty much systemd on Linux.
Re: Quake's Lighting Model: Surface Caching (1996)
#35Blues News! Man, that takes me back...
Re: Quake's Lighting Model: Surface Caching (1996)
#36Earlier quoted context omitted.
What is the S3 FIFO buffer story?
Read the book and find out! The Volvo story is also worth reading. Correction: Video Seven story. http://www.jagregory.com/abrash-black-book/#chapter-64-quake...
Re: Quake's Lighting Model: Surface Caching (1996)
#37Earlier quoted context omitted.
Linked page wants $15 for the PDF. Got a non-capitalist link?
Looking for a pdf now too. Here's what I've found so far: https://graphics.stanford.edu/papers/texture/texture.nocolor...
Re: Quake's Lighting Model: Surface Caching (1996)
#38Earlier quoted context omitted.
The technical knowledge in it is both out of date, and more relevant than ever. The particular details are long since irrelevant - even in 1996 optimizing for the 8086 was irrelevant. But the thought process, approach and lessons learnt from optimizing the 8086 are still relevant today. In fact, they're probably more easily demonstrated through and example using the 8086 than in modern environments. I still use Abras…
For more up to date technical knowledge, I really liked his software 3d renderer articles. He talks about Pentium 4s and such, which are old of course, but he gives good tips on optimizing for a cache hungry, superscalar processor (which is pretty much relevant today).
Re: Quake's Lighting Model: Surface Caching (1996)
#39Does anyone remember a magazine spread that came out before Quake's release that featured a bunch of high res widescreen screenshots of the early game? They were big, full bleed images. I believe they also made a big deal in the article about scanning the bodies of id employees and mapping them onto the player, saying that when the game was released players would be able to do the same.
What's confusing to me is that all the early screenshots online I can find online are 320x240. I am remembering some high res screenshots, and they were some of the first widescreen shots I ever saw of a game. Carmack was an early adopter of the widescreen monitors. It seems impossible that it was Quake 1, but I remember it being kind of blue and castle/cathedral-y, in the style of Quake 1. But the resolution was very high and the textures were pretty high res too, so it seems impossible that it was Quake 1.
For some reason, I feel like it was levels that were never released.
It's been bugging me I can't resolve the errors in this memory. Anyone else have any memory of this? It's right on the cusp of pre-internet, so it's hard to track down.
Re: Quake's Lighting Model: Surface Caching (1996)
#40Semi off topic, but: Does anyone remember a magazine spread that came out before Quake's release that featured a bunch of high res widescreen screenshots of the early game? They were big, full bleed images. I believe they also made a big deal in the article about scanning the bodies of id employees and mapping them onto the player, saying that when the game was released players would be able to do the same. What's co…