You can see examples of how the same basic engine can still handle some things quite differently in exploring how the old Thief games rendered the world.Īnd of course, if you really want the nitty gritty details of Quake's engine, you can peruse Michael Abrash's extremely in-depth tome on the matter. But you can already see how calling it a "true-3D-brush-and-BSP-using-scanline-rasterization-engine" starts to get a little cumbersome. Mr.Burns Post subject: Re: Different quake engine. Darkplaces Where do you even download this stuff anymore Top. Companies fell into line with their games based on either the Unreal engine or the Quake engine. Joined: Mon 11:05 pm Posts: 56 Been playing Proquake for forever. all 3 respawn games are using a modified version of the portal 2 engine, so does left 4 dead 2. The Quake and Quake II codebases were separate GPL. artifact and underlords run on source 2, which is based on the portal 2 version of the source engine, which itself is version on the build used for left 4 dead. Historically, the Quake engine has been treated as a separate engine from its successor, the Quake II engine. There are several other ways in which you could classify the engine (such as how it rendered the environment front-to-back but still wrote to a depth buffer for handling the rendering of mobile objects, like characters). Two competing games: First it was Unreal vs. COD3 runs on the same engine as the PS2 treyarch games, not any quake 3 based engine. Two different developers with two different existing engines for the respective platforms just used those engines and made a game in them that looked like Quake II with models, textures and level design. The game did not use the Quake II engine on either N64 or PSX. It used scanline rasterization, as noted in the comments, to produce the final scene image. Depends on what your definition of 'completely different' is. It has greatly improved graphics and image. It is a BSP engine, because after pre-processing the brushes that define a map, a BSP tree is built for dealing with polygon visibility. The Darkplaces engine is a significantly modified Quake engine used by several standalone games and Quake mods. It is a brush engine, in that it uses oriented convex 3D geometry to define interior spaces of the game world. Modern 'Quake engines' like Quakespasm, Mark V, FTE, and ezQuake are still being developed though, and so the features and behaviors of the newest versions of these engines may be somewhat different than what these guides describe now. ![]() If you already have a setup that works for the engine youre currently using, Im not saying you should change it. However the first three questions have a common set of answers that will work for all engines mentioned above. It's a true 3D engine, in that it could render actual 3D geometry and not the sort of extruded and offset 2D maps of some of its predecessors. Since Quake is a classic game, a lot of the stuff in these guides doesnt need to change. Different Quake engines support different answers for those questions. That said, the Quake rendering engine does has several identifying features: There isn't a single term for it (other than "Quake-like" or similar), because rendering engines can differ or not in a variety of ways.
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