[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#7

원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Permissions and Author’s Note These articles are Copyright © 2000 by Michael Abrash, all rights reserved except as explicitly granted herein. Permission is granted for unmodified non-commercial electronic reproduction and printing for personal use. In other words, you can do whatever you want with this material for your own use, and […]

Read More [소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#7

[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#6

원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Quake’s 3-D Engine:  The Big Picture by Michael Abrash If you want to be a game programmer, or for that matter any sort of programmer at all, here’s the secret to success in just two words:  Ship it.  Finish the product and get it out the door, and you’ll be a […]

Read More [소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#6

[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#5

원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Surface Caching Revisited, Quake’s Triangle Models, and More by Michael Abrash In the late 70’s, I spent a summer doing contract programming at a government-funded installation called the Northeast Solar Energy Center (NESEC).  Those were heady times for solar energy, what with the oil shortages, and there was lots of money […]

Read More [소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#5

[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#4

원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Quake’s Lighting Model:  Surface Caching by Michael Abrash It was during my senior year in college that I discovered computer games.  Not Wizardry, or Choplifter, or Ultima, because none of those existed yet–the game that hooked me was the original Star Trek game, in which you navigated from one 8×8 quadrant […]

Read More [소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#4

[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#3

원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Sorted Spans in Action by Michael Abrash Last time, we dove headlong into the intricacies of hidden surface removal by way of z-sorted (actually, 1/z-sorted) spans. At the end, I noted that we were currently using 1/z-sorted spans in Quake, but it was unclear whether we’d switch back to BSP order. […]

Read More [소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#3