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kipi

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Submissions

Lunar Flyby

nasa.gov
964 points·by kipi·3 mesi fa·245 comments

Quake's unseen collision hulls [video]

youtube.com
3 points·by kipi·anno scorso·1 comments

What's Inside the Pentium Chip?

oldbytes.space
4 points·by kipi·2 anni fa·1 comments

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

theguardian.com
6 points·by kipi·2 anni fa·10 comments

Shedding light on Quake I and II lightmapping [video]

youtube.com
4 points·by kipi·3 anni fa·0 comments

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

youtube.com
4 points·by kipi·3 anni fa·0 comments

comments

kipi
·2 anni fa·discuss
Check out the Zenith Space Command TV remote from the 50s https://www.theverge.com/23810061/zenith-space-command-remot...
kipi
·2 anni fa·discuss
Thanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene
kipi
·2 anni fa·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
·3 anni fa·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.