Just Trenchbroom and tools like it have more of a Minecraft creative mode simplicity to them, with click and drag snap to grid rapid prototyping of basic level geometry, and even more advanced geometry and details (including creating slopes and cylindrical structures, rafters, vents, general architectural details), than Blender's out of box generic UX presentation intended for all use cases of 3D design.
its actually quite redundant in many ways.
https://www.quaddicted.com/files/quaddicted-images/by-sha256...
https://www.quaddicted.com/files/quaddicted-images/by-sha256...
https://www.quaddicted.com/files/quaddicted-images/by-sha256...
https://www.quaddicted.com/files/quaddicted-images/by-sha256...
https://www.quaddicted.com/files/quaddicted-images/by-sha256...
https://www.quaddicted.com/files/quaddicted-images/by-sha256...
Given you mentioned G4, there's a good chance they had recent memory of having to upgrade a load of stuff to jump from OS9 to OSX. The Intel architecture change required another upgrade for a lot of software, so it probably made a lot of sense to try and eek more value out of the previous round of purchasing before going again.
Hopefully they delayed enough to not get hit rapidly by the changes in Yosemite, Mojave or Catalina which all necessitated upgrades (IIRC, one might have only been some edge cases) or finally the most recent jump to ARM—which still isn't natively supported by a surprising number of DAW or VST vendors.
On Windows I can run any DAW or VST that's been written since about 2006 natively and can even load up a 32-bit DAW if I want to dust off some ancient project with ancient VSTs that never made the jump to 64-bits.
And unless you are targeting vanilla Quake (or a game with similar limitations), you can still use smaller models (and modular meshes) for details, etc, so you get the best of both worlds.
Also FWIW i don't think Blender is always the best even for such environment props - for some geometry (mainly man-made stuff) something like Wings3D can be faster to work with than Blender.
In fact implementing brush support was one of the first things i added to my engine's world editor[0][1][2] and adding Wings3D-like mesh editing is something i've considered (i implemented the data structure and basic operations years ago[3], but i'd need to convert the code to use the engine's geometry code and of course implement the editor UI for it).
[0] https://i.imgur.com/S2VtAn6.jpg
[1] https://i.imgur.com/RPfG3Ee.png
> BSP is just outdated and limiting
- In quake brushes are not just visual, but are also used to solve collisions. Without brushes you need separate “collision meshes”.
- brush based editors are much faster for prototyping space shapes. Art can always be improved later and is even outsourced. Gameplay is harder to get right.
- brushes are easier to reason about in processing for auto generating UV coordinates and light mapping
> just make smaller models and combine them in creative ways
This is a cost saving choice, not a better game choice.
What games do you want to play? The ones where the space is tailor made? Or the ones with a lot of copy paste?
Also if you look at the spaces in the article, they don’t have a lot of clutter anyway.
“You can see the frame of the room is made up of four static pieces which I’ve been glued together. This type of prefabbing makes it impossible to add little details or variations into the structure of an existing asset, you need to change the one, or make a new one.”
You are comparing apples to oranges.
unreal's performance is embarassingly bad. they get their culling backwards. its a masterclass in how to piss clock cycles up the wall.