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Quake's lightning gun bug explained [video]

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Re: Quake's lightning gun bug explained [video]

#71

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

When it came out I didn't quite like it. I was like, what's the advantage of 3D when it all looks so polygon-y? Duke Nukem "3D" looks better! The atmosphere was brilliant though.

Have you played the remaster? It has a lot of subtle upgrades (and more polygons of enemies is one of them). It's really good.

Re: Quake's lightning gun bug explained [video]

#72

Earlier quoted context omitted.

Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)

Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: * https://fabiensanglard.net/quakeSource/index.php I recommend checking it out. EDIT: i was thinking of the analysis done on Quake 2, which is more about the engine: * https://fabiensanglard.net/quake2/index.php while the one about is regarding th…

I'm not sure if it would've been John Carmack in this particular case. He was more concerned with the engine and rendering side of things, less with the gameplay logic stuff. More likely it would've been either John Romero or John Cash who wrote this code, but it's hard to say for sure. Best thing we can hope for is that John Romero pitches in with his impeccable memory :D

Re: Quake's lightning gun bug explained [video]

#73

Earlier quoted context omitted.

Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)

I've been working with the leaked wipEout source code for a while[1] and I can assure the quality of the Quake source is absolutely stellar in comparison. While Quake's source may not be up to modern best practices, the overall architecture certainly has a lot of structure and thought put into it. Modifying Quake to run on the Occulus Rift was a breeze[2], compared to the mountains of garbage I have to wade through w…

> 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.

Re: Quake's lightning gun bug explained [video]

#74

Earlier quoted context omitted.

>probably one the top 10 programmers of all time By what metric? Popularity? PR? Net worth? Complex software? Competitive programming? Impact? For every "top" SE there are tens of similarly skilled engineers that you have never heard of

> By what metric? His record speaks for itself. I know it is tough to imagine what it was like programming 3D engines meant to run on graphics non-accelerated PCs running DOS, without the internet knowledge or collaboration available to us now, but the stuff he was doing was absolutely revolutionary. He basically created PC gaming as we know it today by creating a market for 3D accelerators and before that by doing i…

The closest guy to Carmack today seems to be Brian Caris, who developed virtualized geometry[1], a rasterization based rendering technique where the geometric detail of static objects is adjusted to the screen resolution in real time. There is another talk (can't find it right now) where he mentions Carmack as an inspiration. I wonder what Carmack would be working on today if he was still in the game engine business.

[1] https://advances.realtimerendering.com/s2021/Karis_Nanite_SI...

Re: Quake's lightning gun bug explained [video]

#75
post #39

Earlier quoted context omitted.

> You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, and as you approach the end, progress into "whatever, let's just ship it, this is gonna sell" kind of levels that were mostly just filler to pad the play time. This rings really true to me. I only had played the shareware version of quake and only recently played the full game, and the second half re…

They probably didn't expect many people to get more than half way through the game.

It was a different time. It's not like today when everybody has a Steam collection full of games played just a couple of hours and then abandoned.

Re: Quake's lightning gun bug explained [video]

#76

Earlier quoted context omitted.

I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.

Quake Live not taking off as a popular eSports title greatly disappointed me.

worse even, it killed off many vibrant quake 3 communities that had been going from 1999 to 2008 because half the people started playing quake live and the other half stopped playing alltogether

Re: Quake's lightning gun bug explained [video]

#77

Earlier quoted context omitted.

I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.

Quake Live not taking off as a popular eSports title greatly disappointed me.

bethesda helped by nuking it completely.

Re: Quake's lightning gun bug explained [video]

#78

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.

The new Doom games have little to do with the original Doom gameplay, perhaps because it wasn't that good in retrospect. For Quake there would be more potential for something like a remake.

Re: Quake's lightning gun bug explained [video]

#79

Earlier quoted context omitted.

Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: * https://fabiensanglard.net/quakeSource/index.php I recommend checking it out. EDIT: i was thinking of the analysis done on Quake 2, which is more about the engine: * https://fabiensanglard.net/quake2/index.php while the one about is regarding th…

I loved the video, I love this type of analysis of bugs and glitches. This comment, however, just makes me nervous. It's like my innermost worry. I spend so much time trying to do a good job which I can be proud of and yet I always know there are bugs and I just hope not too many players notice and get annoyed by them. And here we are, pointing out poorly written code in practically ancient software and attributing i…

Honestly why care? Everyone writes bugs -- the thing is that Quake works fine -- if some quick runners want to exploit a bug 32 years later to impress each other with runs, after having dissected the code to bits to find glitches, is that really a bad mark on anyone? I don't remember anyone complaining about lightning gun glitches when Quake was being played.

Re: Quake's lightning gun bug explained [video]

#80

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.

The community pretty much brought it to a new height. The custom engine looks cool and the new map packs/mods reflect the height of Quake level design.
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