My experience with making your own engine vs using an off the shelf solution - the former can be viable and even superior on the condition that you know what you're doing . That is if you've built entire games or engines before, or have enough experience with the internals of one. Otherwise it can be a dangerous fool's errand on which many projects go to die. My younger naive self can attest to this, he loved trying…
> Consider that he produced the likes of the quake engines in only a couple of years. Reflect long and hard on the raw simplicity of a lot of that code Things like the famous fast inverse square root are short, but I would hesitate to describe it as simple. Ironically one of the things that the Quake engine relies on is clever culling. Like Doom, the level is stored in a pre-computed binary space partition tree so th…
I'm also working off a near 30-year-old memory but I recall quads not being unusual around this time. I remember a preview of Tomb Raider 3 in Official Playstation Magazine making a big deal out of the updated engine using triangles instead of quads to draw things. This was around 1998, so a couple of years after Quake came out.