Normal quotes
This commit is contained in:
parent
5e10794a24
commit
18011c595a
352 changed files with 6040 additions and 6040 deletions
42
70-09.md
42
70-09.md
|
|
@ -9,7 +9,7 @@ Doom, a welcome change from the claustrophobic feel of Quake.
|
|||
|
||||
Another likely change in Quake 2 is a shift from interpreted Quake-C
|
||||
code for game logic to compiled DLLs. Part of the incentive here is
|
||||
performance—interpretation isn’t cheap—and part is debugging, because
|
||||
performance—interpretation isn't cheap—and part is debugging, because
|
||||
the standard debugger can be used with DLLs. The drawback, of course, is
|
||||
portability; Quake-C program files are completely portable to any
|
||||
platform Quake runs on, with no modification or recompilation, but DLLs
|
||||
|
|
@ -17,10 +17,10 @@ compiled for Win32 require a real porting effort to run anywhere else.
|
|||
Our thinking here is that there are almost no non-console platforms
|
||||
other than the PC that matter that much anymore, and for those few that
|
||||
do (notably the Mac and Linux), the DLLs can be ported along with the
|
||||
core engine code. It just doesn’t make sense for easy portability to
|
||||
core engine code. It just doesn't make sense for easy portability to
|
||||
tiny markets to impose a significant development and performance cost on
|
||||
the one huge market. Consoles will always require serious porting effort
|
||||
anyway, so going to Win32-specific DLLs for the PC version won’t make
|
||||
anyway, so going to Win32-specific DLLs for the PC version won't make
|
||||
much difference in the ease of doing console ports.
|
||||
|
||||
Finally, Internet support will improve in Quake 2. Some of the
|
||||
|
|
@ -32,7 +32,7 @@ letting the browser take care of most of the UI makes it possible to
|
|||
eliminate menuing and such from the Quake 2 engine. Think of being able
|
||||
to browse hundreds of Quake servers from a single Web page (much as you
|
||||
can today with QSpy, but with the advantage of a standard, familiar
|
||||
interface and easy extensibility), and I think you’ll see why John
|
||||
interface and easy extensibility), and I think you'll see why John
|
||||
considers this the game interface of the future.
|
||||
|
||||
By the way, Quake 2 is currently being developed as a native Win32 app
|
||||
|
|
@ -40,8 +40,8 @@ only; no DOS version is planned.
|
|||
|
||||
### Looking Forward {#Heading21}
|
||||
|
||||
In my address to the Computer Game Developer’s Conference in 1996, I
|
||||
said that it wasn’t a bad time to start up a game company aimed at
|
||||
In my address to the Computer Game Developer's Conference in 1996, I
|
||||
said that it wasn't a bad time to start up a game company aimed at
|
||||
hardware-only rasterization, and trying to make a game that leapfrogged
|
||||
the competition. It looks like I was probably a year early, because
|
||||
hardware took longer to ship than I expected, although there was a good
|
||||
|
|
@ -49,37 +49,37 @@ living to be made writing games that hardware vendors could bundle with
|
|||
their boards. Now, though, it clearly is time. By Christmas 1997, there
|
||||
will be several million fast accelerators out there, and by Christmas
|
||||
1998, there will be tens of millions. At the same time, vastly more
|
||||
people are getting access to the Internet, and it’s from the convergence
|
||||
people are getting access to the Internet, and it's from the convergence
|
||||
of these two trends that I think the technology for the next generation
|
||||
of breakthrough real-time games will emerge.
|
||||
|
||||
John is already working on id’s next graphics engine, code-named Trinity
|
||||
John is already working on id's next graphics engine, code-named Trinity
|
||||
and targeted around Christmas of 1998. Trinity is not only a
|
||||
hardware-only engine, its baseline system is a Pentium Pro 200-plus with
|
||||
MMX, 32 MB, and an accelerator capable of at least 50 megapixels and 300
|
||||
K triangles per second with alpha blending and z-buffering. The goals of
|
||||
Trinity are quite different from those of Quake. Quake’s primary
|
||||
Trinity are quite different from those of Quake. Quake's primary
|
||||
technical goals were to do high-quality, well-lit, complex indoor scenes
|
||||
with 6 degrees of freedom, and to support client-server Internet play.
|
||||
That was a good start, but only that. Trinity’s goals are to have much
|
||||
That was a good start, but only that. Trinity's goals are to have much
|
||||
less-constrained, better-connected worlds than Quake. Imagine seeing
|
||||
through open landscape from one server to the next, and seeing the
|
||||
action on adjacent servers in detail, in real time, and you’ll have an
|
||||
action on adjacent servers in detail, in real time, and you'll have an
|
||||
idea of where things are heading in the near future.
|
||||
|
||||
A huge graphics challenge for the next generation of games is level of
|
||||
detail (LOD) management. If we’re to have larger, more open worlds,
|
||||
detail (LOD) management. If we're to have larger, more open worlds,
|
||||
there will inevitably be more geometry visible at one time. At the same
|
||||
time, the push for greater detail that’s been in progress for the past
|
||||
time, the push for greater detail that's been in progress for the past
|
||||
four years or so will continue; people will start expecting to see real
|
||||
cracks and bumps when they get close to a wall, not just a picture of
|
||||
cracks and bumps painted on a flat wall. Without LOD, these two trends
|
||||
are in direct opposition; there’s no way you can make the world larger
|
||||
are in direct opposition; there's no way you can make the world larger
|
||||
and make all its surfaces more detailed at the same time, without
|
||||
bringing the renderer to its knees.
|
||||
|
||||
The solution is to draw nearer surfaces with more detail than farther
|
||||
surfaces. In itself, that’s not so hard, but doing it without popping
|
||||
surfaces. In itself, that's not so hard, but doing it without popping
|
||||
and snapping being visible as you move about is quite a challenge. John
|
||||
has implemented fractal landscapes with constantly adjustable level of
|
||||
detail, and has made it so new vertices appear as needed and gradually
|
||||
|
|
@ -97,7 +97,7 @@ more detailed when viewed up close, so LOD for moving polygon models
|
|||
will definitely be needed.
|
||||
|
||||
One interesting side effect of morphing vertices as part of LOD is that
|
||||
Gouraud shading doesn’t work very well with this approach. The problem
|
||||
Gouraud shading doesn't work very well with this approach. The problem
|
||||
is that adding a new vertex causes a major shift in Gouraud shading,
|
||||
which is, after all, based on lighting at vertices. Consequently,
|
||||
two-pass alpha lighting and surface caching seem to be much better
|
||||
|
|
@ -107,12 +107,12 @@ Some people worry that the widespread use of hardware acceleration will
|
|||
mean that 3-D programs will all look the same, and that there will no
|
||||
longer be much challenge in 3-D programming. I hope that this brief
|
||||
discussion of the tightly interconnected, highly detailed worlds toward
|
||||
which we’re rapidly heading will help you realize that both the
|
||||
which we're rapidly heading will help you realize that both the
|
||||
challenge and the potential of 3-D programming are in fact greater than
|
||||
they’ve ever been. The trick is that rather than getting stuck in the
|
||||
rut of established techniques, you must constantly strive to “do better
|
||||
with less, in a different way”; keep learning and changing and trying
|
||||
new approaches—and working your rear end off—and odds are you’ll be part
|
||||
they've ever been. The trick is that rather than getting stuck in the
|
||||
rut of established techniques, you must constantly strive to "do better
|
||||
with less, in a different way"; keep learning and changing and trying
|
||||
new approaches—and working your rear end off—and odds are you'll be part
|
||||
of the wave of the future.
|
||||
|
||||
------------------------ --------------------------------- -------------------------
|
||||
|
|
|
|||
Loading…
Reference in a new issue