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When it came out I didn't quite like it. I was like, what's the advantage of 3D when it all looks so polygon-y? Duke Nukem "3D" looks better! The atmosphere wa
by Xenoamorphous 3y ago
When it came out I didn't quite like it. I was like, what's the advantage of 3D when it all looks so polygon-y? Duke Nukem "3D" looks better!
The atmosphere was brilliant though.
- silisili 3y agoAt the time, going from quake to glquake felt like a huge leap in technology. How could graphics even get any better? I guess every generation goes through something like that.
- deleted 3y ago[deleted]
- willvarfar 3y agoDuke Nukem 3D was built on the 'build' engine, which was built by a super cool 18yo called Ken Silverman http://advsys.net/ken/ http://advsys.net/ken/ . Back in the 90s John Carmack was asked "If you could just hire anybody from the 3D world, who would you hire?", and he named Ken http://advsys.net/ken/carmken.htm http://advsys.net/ken/carmken.htm
- johnwalkr 3y agoHave you played the remaster? It has a lot of subtle upgrades (and more polygons of enemies is one of them). It's really good.
- another2another 3y agoI also loved playing Tenebrae Quake on the Mac. Not sure if it's still around though.
- ascagnel_ 3y agoIt's not, but the DarkPlaces engine [0] reimplements many, if not all, of the realtime shadow features and has an X64 Mac build (but no ARM build, as far as I'm aware), and is still getting active contributions on its Github repo[1]. [0]: https://icculus.org/twilight/darkplaces/index.html https://icculus.org/twilight/darkplaces/index.html [1]: https://github.com/DarkPlacesEngine/darkplaces https://github.com/DarkPlacesEngine/darkplaces
- deleted 3y ago[deleted]