4 ms·
I recall Unreal Tournament (1999) used octrees and not BSPs. Was this changed between Unreal and UT? I recall comparisons between Quake 3 (also 1999) and UT e
by Steltek 9y ago
I recall Unreal Tournament (1999) used octrees and not BSPs. Was this changed between Unreal and UT? I recall comparisons between Quake 3 (also 1999) and UT engines noted the spatial model impacting the performance of certain map designs: indoor vs outdoor.
While I'm going all nostalgic, anyone remember playing UT on Linux? There were so few good Linux games back then. I think I played it until the hard drive platter was thread-bare.
- mschuster91 9y ago> While I'm going all nostalgic, anyone remember playing UT on Linux? Not the original UT, but 2004 had a Linux version. Damn, that's a long time since I tried that game the last time. Gotta get myself a real licensed one though, back when I was younger we shared a serial key and well, someone got the serial banned on most servers somehow... What wondered young me was that UT2k4 was able to run without any compilation or whatsoever on any Linux system no matter which kernel version, distribution, driver version, xorg version, ... Older me knows it's due to static compilation, but still absolutely awesome given that the only binary that does the same is busybox in static compiled mode, everything other will break when crossing distribution boundaries.
- iforgotpassword 9y agoUt99 also had a Linux port, made by another company though. Loki games?
- paines 9y agoyup! and it worked great.
- razorunreal 9y agoIt definitely still had BSPs. UT2003 had terrain rendering that seemed custom (not likely octrees but could have used quadtrees for all I know) and much more of the environmental detail was made up of static meshes (meshes were culled based on the bsp but didn't contribute to it) presumably because GPUs could churn through them faster. The basic BSP editing was still there though, kind of amazing how long they kept that unchanged.
- iforgotpassword 9y agoNo, ut was based on the unreal engine, level and data files were compatible, you could copy the unreal files over to ut and play it with all those little enhancements the engine has gotten. No octrees in ut, but good old bsp holes.