Earlier quoted context omitted.
I recently tried it on Quest 2 headset. Quite playable in VR!
Quake 1 was the first stereoscopic game I ever played. Back in the late 90's, some local computer store had a 3D rig with glasses that had LCDs in the lenses that would turn the whole lens opaque. On the CRT, the left eye view would render on one refresh while the right lens was blacked out, and then it would alternate. It was such an amazing effect to see on a 120hz screen.
Quake's lightning gun bug explained [video]
211–218 of 218 posts
Re: Quake's lightning gun bug explained [video]
#212Earlier quoted context omitted.
> I think Carmack very easily has a place amongst the pantheon of programming gods, whether you measure by 'brilliance' (whatever that means) or impact. I guess? I don't know. There are so many programmers that have had a much greater overall impact and such than Carmack has (which in no way takes away from Carmack's accomplishments!) that I find it hard to say either way. That's part of why I think trying to rank pe…
Like who? I can think of Brian Kernighan, Dennis Ritchie, Linux Torvalds, Steve Wozniak, Ada Lovelace, Grace Hopper, Richard Stallman, Edsger Dijkstra, Bill Gates, John Carmack. Maybe Alan Turing. With the exception of the real OG's I think Carmack fits in that list quite nicely.
Re: Quake's lightning gun bug explained [video]
#213Earlier quoted context omitted.
He popularised BSP for FPS which meant doom ran faster than SystemShock, despite having more complex level geometry
Was Doom's geometry more complex? No room over room, no slopes, vertical axis was awkward. Feels like apples and oranges, even before considering the gameplay was also very distinct between them.
I guess a better way of putting it would’ve been the SystemShock would have run a lot faster if it had BSP.
Re: Quake's lightning gun bug explained [video]
#214Earlier quoted context omitted.
> the leaked wipEout source code That's really cool, will you share your efforts anywhere? Love a bit of anti-gravity racing myself. I recommend you listen to the OST whilst coding it for maximum immersion.
The unlicensed source makes this difficult. My current plan is to trim the game to a demo with one race track, compile it to WASM, put it on my website and get Sony's attention (maybe through Nightdive Studios?) for a proper re-release. In the likely event that this fails, I'll just YOLO it and put it on Github. After all, Sony didn't care that I published[1] all of wipEout's assets seven years ago. [1] https://phobo…
Re: Quake's lightning gun bug explained [video]
#215Earlier quoted context omitted.
Like who? I can think of Brian Kernighan, Dennis Ritchie, Linux Torvalds, Steve Wozniak, Ada Lovelace, Grace Hopper, Richard Stallman, Edsger Dijkstra, Bill Gates, John Carmack. Maybe Alan Turing. With the exception of the real OG's I think Carmack fits in that list quite nicely.
..and hundreds or thousands of others, that signed some NDA, worked on e.g. mission-critical systems (where bugs as the ones discussed here would cost you your job) and who never got to show their work, which is OP's point.
Re: Quake's lightning gun bug explained [video]
#216Earlier quoted context omitted.
Strongly disagree that the new Doom games have better gameplay than the old ones. Every fight is a giant monster trap. IMO it showcases the worst aspect of the original doom games.
But gunplay and movement is the essence of Doom, unless you're saying that the best part of the original Doom games were the labyrinthine level design
Re: Quake's lightning gun bug explained [video]
#217Earlier quoted context omitted.
..and hundreds or thousands of others, that signed some NDA, worked on e.g. mission-critical systems (where bugs as the ones discussed here would cost you your job) and who never got to show their work, which is OP's point.
I mean, if you are going to be culturally impactful, I think the most important prerequisite is that you are allowed to talk about what you create...
Re: Quake's lightning gun bug explained [video]
#218Earlier quoted context omitted.
Really? I thought such shooters with quick movement don't work in VR.
They work REALLY well. Ever since getting my HTC Vive in 2017, and recently upgrading to a Valve Index, I haven't played a non-vr FPS game. Check out PavlovVR (CS:GO ripoff): https://www.youtube.com/watch?v=OPMllOHfxCc Serious Sam VR: https://www.youtube.com/watch?v=3-Qgx70_P8E