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The entire 2000s FPS scene was built on variations on the Quake Engine. And it got us Half-Life.
by sph 3mo ago
The entire 2000s FPS scene was built on variations on the Quake Engine. And it got us Half-Life.
- markus_zhang 3mo agoI don’t disagree with that, but back then polygons are in the hundreds/low thousand, and now they have mega textures, huge models, which are simply too expensive to create. Not to say IDTech is alone in this, but I think not many companies can handle those things. And the engine is way more complicated nowadays — UE at least has a huge community and docs. I’m just an old man who prefers a much, much slower pace for the rendering engine. I wouldn’t mind that they grew so slow that we just got IDTech 4.