3 ms·
Useless huh? Static geometry and lighting was the state of the art for a while, starting with Quake. It certainly puts some constraints on game mechanics but it
by extension 15y ago
Useless huh? Static geometry and lighting was the state of the art for a while, starting with Quake. It certainly puts some constraints on game mechanics but it's significantly better than useless.
- wlievens 15y agoThe characters weren't static though. That's what he's alluding to.
- extension 15y agoYeah, and the characters had to use a completely seperate renderer with much simpler lighting. Likewise, the early voxel engines will probably use polys for dynamic stuff. Someone else mentioned an engine called Atomontage that does exactly that. Sometimes you have to take a step backward before you leap forward.
- phoboslab 15y agoQuake actually had "dynamic lightmaps" - that is flickering lights and such by alternating between two (or more?) lightmaps for the same geometry. It also had moving level geometry: elevators and all kinds of traps. Granted, both of these features are somewhat hacked into the static BSP level structure, but this only shows that it's "necessary" to have dynamic lighting and moving stuff to offer a good experience.