![]() ![]() "Very few games I've worked on, I would say, were worth the sacrifice. We had to rebuild some, but we ended up locking down a few of them relatively early." "I don't think we had to rebuild a lot of maps through that first part of. "By that point, we were getting a pretty good idea of our tech," Jaquays continued. By handing off graphics processing to a dedicated source, the GPU, id Tech 3 removed many limitations. The id Tech 2 engine had imposed restrictions on design based on mathematical factors such as allotting designers only so many polygons per stage. The Longest Yard, one of Quake 3's most popular maps. We all interpreted every theme in our own. "Tech could be varied, because there was room. "We had a limited palette, which boiled down to goth, metal, dark stuff, medieval, and tech," said Jennell Jaquays. While surfaces could take many forms, id Software's artists and designers created order by dividing levels into categories of textures. ![]() Pillars could be crafted from different types of stone and bore a range of decals-from skulls to granite to sharply angled arteries that glowed like circuits on a board. Ornate doorframes separated corridors and courtyards. The first and most obvious upgrade, evinced in screenshots published in magazines and online, was Quake 3's dazzling 32-bit color modes and the deepest color palette yet.īricks that made up floors appeared uneven and scuffed, and brick walls employed different textures than those used in floors. As GPU manufacturers such as 3dfx and NVIDIA competed for consumer dollars, John Carmack evolved the id Tech 3 in parallel. ![]()
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