Tenebrae Quake
viperstyx writes "Ah, the days of running around in bland 3d environments and fragging your best friends surrounded by a plethora of sprites and simple textures. What if we could go back to those days, except with per-pixel shading and transparent water? Well now, thanks to Tenabrae Quake you can. This small [just over 3mb] mod to the original quake engine allows users to play Quake while taking advantage of new technology like per-pixel shading. Its beautiful and definitely worth any old skool gamer's time =]"
Yes, back in the day...
Back in the day, we had to walk 20 miles in the snow to get to the town's graphics processor... (it was an ATI Rage, and we hailed it as the greatest thing ever...), then we had to take the pixel that it gave us and walk all the way another 20 miles to get to the town shader... he'd shade each and every pixel by hand... once we finally got our pixel, we'd have to walk the 20 miles back home again to put out pixel right in the memory, with our DIP switches.... And don't you forget it Michael, it wasn't frames per minute, you'd be lucky if you could get 1 frame per hou-- whatzat sonny??
****LART**** </VOICE>
Thanks. Needed that.
Now even Quake1 runs bad on my Voodoo3!
- The technical demo of retrofitting an existing OpenGL engine with the new stuff they're doing with DOOM III
- The fact that Quake is one of a few games with available GPL'd source
- The fact that many people still own the game or have ever owned it (I had to break out my old CD)
- The sheer novelty of it - he could have chosen the more up to date (relatively speaking) Quake II engine but this is even more impressive
- And finally, this now officially labels this guy as a badass graphics programmer.
I can hear it now...MR. BURNS: "I need a programmer! Get John Carmack on the line!"
SMITHERS: "He's unavailable sir."
MR. BURNS: "Then get me his non-union Belgian equivalent!"
Schnapple