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kipi

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Lunar Flyby

nasa.gov
964 points·by kipi·hace 3 meses·245 comments

Quake's unseen collision hulls [video]

youtube.com
3 points·by kipi·el año pasado·1 comments

What's Inside the Pentium Chip?

oldbytes.space
4 points·by kipi·hace 2 años·1 comments

Number of girls in England taking computing GCSE plummets, study finds

theguardian.com
6 points·by kipi·hace 2 años·10 comments

Shedding light on Quake I and II lightmapping [video]

youtube.com
4 points·by kipi·hace 3 años·0 comments

BSP Trees: The Magic Behind Collision Detection in Quake [video]

youtube.com
4 points·by kipi·hace 3 años·0 comments

comments

kipi
·hace 2 años·discuss
Check out the Zenith Space Command TV remote from the 50s https://www.theverge.com/23810061/zenith-space-command-remot...
kipi
·hace 2 años·discuss
Thanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene
kipi
·hace 2 años·discuss
Shameless self promotion, but if you're interested in how collision detection was done in 3D (in Quake) I made a video on the topic here:

https://www.youtube.com/watch?v=wLHXn8IlAiA

The technique can detect the intersection point of a (fixed size, axially aligned) moving bounding box and a hull defined as a BSP tree. In this sense it is rather limited compared to newer methods but it works rather well and the implementation is pretty robust, and fast enough for the primitive hardware of the day.
kipi
·hace 3 años·discuss
Hello, video creator here. This is indeed the actual code, and it is written in QuakeC, a language created specifically for the game logic in Quake. The part I'm not sure about is why the creators wanted to add in extra side beams at all.
kipi
·hace 4 años·discuss
Shameless self-promotion, I made a similar thing in Quake: https://youtu.be/xVLtnKyRSb4

I love this write-up, especially the interactive diagrams at the end. My vid doesn't go into as much detail on the actual circuit design, but like the article it uses a bunch of BCD ripple-carry adders. For output I use standard 7-segment decoders. As noted in the comments there are faster ways to do logic in Quake which I overlooked in my research, but to my knowledge noone has made a circuit this large before. I've put the source code on github for anyone that wants to take a deeper look: https://github.com/matthewearl/q1logic/