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I remember discovering all these optimizations The Hard Way when making maps for id tech 3 games as a kid. I always tried to build grand and detailed spaces, an
by rollcat 2y ago
I remember discovering all these optimizations The Hard Way when making maps for id tech 3 games as a kid. I always tried to build grand and detailed spaces, and the BSP/vis would choke on all the geometry.
- swayvil 2y agoMe too. Giant open space. A baron, way off barely visible, throws a firebolt. Takes like 30sec to get to me. What doom mapmaking needs is higher level tools. Like a tunnel kit. Just plug together pipes and fittings. Or crank out mazes generatively.
- rollcat 2y ago> What doom mapmaking needs is higher level tools. Like a tunnel kit. Just plug together pipes and fittings. Or crank out mazes generatively. You're describing the contemporary Unreal Engine, which was "solid by default, carve out the space" kind of a thing. GtkRadiant (the id tech 3/4 editor) had all the basic CSG operations built in, so you could theoretically carve out spaces, but Radiant's CSG was widely regarded as "evil" - I never found out why.