5 ms·
I don’t know that it was the only reason, but Carmack’s push for OpenGL certainly helped. A lot of things related to 3D games are thanks to doom and Quake.
by cmovq 3y ago
I don’t know that it was the only reason, but Carmack’s push for OpenGL certainly helped. A lot of things related to 3D games are thanks to doom and Quake.
- pengaru 3y ago> A lot of things related to 3D games are thanks to doom and Quake. Quake sure, but Doom? IIRC Doom is far more like Wolf3D's 2.5D/raycasting than the "true 3D" of Quake, it cpu rendered to a frame buffer with zero hardware acceleration. I find it hard to believe it made any lasting impact on any subsequent 3D rendering APIs.
- Narishma 3y agoQuake didn't use hardware acceleration either. It was only the later VQuake and GLQuake releases that did.
- JohnBooty 3y agoI think for the purposes of this discussion "Quake" is acceptable shorthand for GLQuake, Quake 2, Quake 3, all the games that used those engines, etc.
- babypuncher 3y agoQuake got official 3D accelerated versions like GLQuake and VQuake. The improved visuals and better performance these versions offered drove a lot of early 3D accelerator sales in the consumer space.
- badsectoracula 3y agoIt also helped that the API was actually user friendly compared to the earlier versions of Direct3D.