Topic Notes: "Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount. "Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...

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"Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount. 4:14 map_01 (sm205) 9:54 Prototype map dot map (sm206) 16:43 silly (jokejam) 27:06 untitled memory story (sm207) 42:21 ...

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How did a 1999 shooter pull off high-end lighting on hardware that shouldn't have been able to handle it? With the release of DOOM and DOOM II, id software were masters of mayhem, riding high and unstoppable. "Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...

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  • 4:14 map_01 (sm205) 9:54 Prototype map dot map (sm206) 16:43 silly (jokejam) 27:06 untitled memory story (sm207) 42:21 ...
  • "Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount.
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  • "Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...

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Image References

Excerpt: Quake Postmortem - Polygons As Blobs
Excerpt: Quake Postmortem - Optimizing Level Viewing
The Quake Postmortem: The End of the Original Id - John Romero
Quake 4: The Autopsy of a Transitional Shooter
Quake 1 episode 1 QDQr rendered in POVRay. Add missing polygons
How Quake III Broke the Rules of Math!
Quake - Epochs of Enmity - The Augur's Mold - All Secrets
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Experiment #381 Quake Hold Gel and silly putty blob with legs #artproces #process #weird #blob
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Excerpt: Quake Postmortem - Polygons As Blobs

Excerpt: Quake Postmortem - Polygons As Blobs

"Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount. This involves ...

Excerpt: Quake Postmortem - Optimizing Level Viewing

Excerpt: Quake Postmortem - Optimizing Level Viewing

"Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...

The Quake Postmortem: The End of the Original Id - John Romero

The Quake Postmortem: The End of the Original Id - John Romero

With the release of DOOM and DOOM II, id software were masters of mayhem, riding high and unstoppable. They would soon ...

Quake 4: The Autopsy of a Transitional Shooter

Quake 4: The Autopsy of a Transitional Shooter

Read more details and related context about Quake 4: The Autopsy of a Transitional Shooter.

Quake 1 episode 1 QDQr rendered in POVRay. Add missing polygons

Quake 1 episode 1 QDQr rendered in POVRay. Add missing polygons

Read more details and related context about Quake 1 episode 1 QDQr rendered in POVRay. Add missing polygons.

How Quake III Broke the Rules of Math!

How Quake III Broke the Rules of Math!

How did a 1999 shooter pull off high-end lighting on hardware that shouldn't have been able to handle it? The answer lies in ...

Quake - Epochs of Enmity - The Augur's Mold - All Secrets

Quake - Epochs of Enmity - The Augur's Mold - All Secrets

The "unofficial" 6th episode. Fourth map. All secrets found. Skill level: Hard Map Pack: ...

Quake Mapping: The Vertex Tool

Quake Mapping: The Vertex Tool

Read more details and related context about Quake Mapping: The Vertex Tool.

Experiment #381 Quake Hold Gel and silly putty blob with legs #artproces #process #weird #blob

Experiment #381 Quake Hold Gel and silly putty blob with legs #artproces #process #weird #blob

Read more details and related context about Experiment #381 Quake Hold Gel and silly putty blob with legs #artproces #process #weird #blob.

postmortem: first year of quake mapping

postmortem: first year of quake mapping

4:14 map_01 (sm205) 9:54 Prototype map dot map (sm206) 16:43 silly (jokejam) 27:06 untitled memory story (sm207) 42:21 ...