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The Secret of Quake
The secret of Quake was it was like indoors and very constrained so you didn't spend a lot of CPU to figure out what to render right. John Carmack, Mike Abrash figured out weird side effects of some x86 instructions that weren't exactly the intended purpose but when you strung them together you could get some work that you wanted to happen to happen. I spent a lot of time trying to do variants of that so they had this six cycle thing but of course you want to add features and stuff so you try to add cycles to your texture mapper but not too many and so and and because we were trying to do an open world where you could like drive your little hovering