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3 weeks ago, John Romero did a play through while discussing the entire design and build process of the game. It was actually pretty cool how they designed the
by ColdStream 2mo ago
3 weeks ago, John Romero did a play through while discussing the entire design and build process of the game.
It was actually pretty cool how they designed the first room to demonstrate almost every new feature of the engine and how the first level is made to walk you though most of the new gameplay features.
https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728 https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728
- doubled112 2mo agoYOU CAN JUMP ACROSS And as I typed that I can still hear the noise all these years later.
- johnwalkr 2mo agoAt shop.nin.com you can buy a quake ammo box keychain. It makes the jump sound effect.
- firmretention 2mo agoDang it, sold out :(
- shuwix 2mo agoYeah ... "new features", especially the torches, to show me that FPU of 486 OCed to 150MHz is not enough :) Good old days of 7-15 FPS being better than nothing.
- Beretta_Vexee 2mo agowith a resolution of 640x480 or below !
- pferde 2mo agoOh yes. I remember first playing Quake on a 486 and not liking it, because it felt like I was moving in a heavy sluggish tank, and later playing it on a Pentium, and loving it for the agile movement. The difference was huge!
- pezezin 2mo agoQuake was notorious for being the first major game to require a powerful FPU. Michael Abrash manually tuned the rasterization code to fit the Pentium pipeline, any other CPU didn't cut it.
- herodoturtle 2mo agoI recall we got it running pretty decently on an upper end 486 (DX4 100). That, and Winamp. Good times.
- shuwix 2mo agoMemory has tencency to bend reality for better. Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC. Turnig off all objects through console made torches vanished and FPS doubled.
- herodoturtle 2mo agoMy OCed DX4 got around 15fps, but I agree my memory of what was deemed “playable” back then probably wouldn’t stand today.
- Andys 2mo agoIIRC it came down to something crazy simple, like, using the FPU registers to bit-blit was the fastest way, but only on the genuine Intel Pentium.
- shuwix 2mo agoExactly. I remember schoolmates with AMD K6 (which had exceptionally weak FPU) having to purchase atleast the cheapest OpenGL GPU like Rendition Verite V1000 to play with decent FPS, while guys with 166MMX could play it software rendered.
- scotty79 2mo ago
- busfahrer 2mo agoFun fact: The pattern of the torches' flickering is encoded via special strings in the source code: https://jasemagee.com/post/2022-03-27-26-year-old-quake-lighting-on-hue/ https://jasemagee.com/post/2022-03-27-26-year-old-quake-ligh...
- mrighele 2mo agoThat is also the approach that Nintendo took with Super Mario Bros, as in the first level you almost cannot avoid to learn that, for example mushrooms=good and goomba=bad [1] [1] https://mainstream404.wordpress.com/2018/01/03/how-super-mario-bros-world-1-1-teaches-you-everything-you-need-to-know/ https://mainstream404.wordpress.com/2018/01/03/how-super-mar...