3 ms·
As someone outside of this field, could you elaborate on how quake "did it right" and how it requires you to limit yourself?
by bruce343434 5y ago
As someone outside of this field, could you elaborate on how quake "did it right" and how it requires you to limit yourself?
- deleted 5y ago[deleted]
- tinus_hn 5y agoQuake, for optimization reasons, did a lot of preprocessing on the geometry that makes up the world. This made it possible to render it on slow hardware. The process for one required the designer to make sure there were no cracks anywhere to fall through, because if you had one the preprocessing would fail. The preprocessor divides the entire inside of the level into convex areas and builds a graph that expresses where they touch. So for movement, if you just make sure that you can only go from one area into another that according to the graph touches it, there simply is no way to move out of bounds because the out of bounds area is not in the graph at all. This does mean though that you have a world that is mostly static, that consists only of indoor spaces and has a limited amount of complexity because otherwise the preprocessing results in an unmanageable amount of data. There is just no way you can preprocess the whole world like that in a modern open world game.