2 ms·
I spent many years building levels for Doom/Build engine games, and I also had trouble moving to the void-space model of the Quake engines. Unreal, with its sub
by moogly 11y ago
I spent many years building levels for Doom/Build engine games, and I also had trouble moving to the void-space model of the Quake engines. Unreal, with its subtractive CSG model, was the next step for me, and felt so right in comparison.