BTW, if you're curious, Abrash goes into greater depth at the end of his "Black Book of Graphics Programming", which I think is now freely available online.
BTW, if you're curious, Abrash goes into greater depth at the end of his "Black Book of Graphics Programming", which I think is now freely available online.
My only complaint about the book was that the publisher (Coriolis?) included a notice at the front saying that no code samples, algorithms, etc. could be used in any project without their express approval, but most of the algorithms and code were previously published elsewhere.
Doing 3D was pretty cool too - I couldn't do fancy stuff, but I could display and rotate 3D objects, drawing only visible polygons, draw textures and even have simple lighting.
To me it seems weird how kids work these days. I don't know what a pixel shader is for instance.
Thanks for bringing up some nostalgia. A pixel shader is roughly analogous to a hand-optimized texturing routine, except it runs on the GPU.
I don't know what development process they had at ID at the time, but given that it was a Carmack project, I very much doubt it was anything like "any other" software project.
Ultima Underworld came out in 1992: http://en.wikipedia.org/wiki/Ultima_Underworld
Sometimes the tricks were cool.
In Bungie's Marathon for instance, the map format allowed you to have multiple rooms occupying the same physical 3-d space. Imagine a spiral stair case that doesn't go up or down, you just run around and around this long corridor like a manifold mobius loop. Quite fun in multiplayer maps with radar. Also worth noting that Marathon was the first game that allowed rocket jumping due to being able to look up and down slightly.
Obviously Marathon had nothing on Quake, but it was really a great multiplayer FPS for its day.