
QUAKE 4 GAMEPLAY MAC SOFTWARE
Posted in Games, Retrocomputing, Software Hacks Tagged graphics, portals, quake, rendering, software rendering Post navigation If you want to bring a little more Quake to life, why not get the Quake light flicker in your house? Video after the break.

Perhaps the most incredible aspect of this technique is that it could run on original hardware.

dives into greater detail on how the software renderer works in another video that’s well worth a watch. It’s an incredible hack, and we’re excited to see Quake expand into a puzzle game. While is manually checking polygons, the BSP is the perfect tool for bisecting a room along a plane. Luckily, Quake has an ingenious method for polygon occlusion: the BSP. However, this technique has no near clipping plane, which means objects can appear in the portal that don’t make any sense as they are in front of the portal’s viewpoint. Rather than making expensive per-pixel comparisons, stashes the portal spans and renders them in a second render, so even with multiple portals, only a single screen’s worth of pixels are rendered. Quake uses an edge rasterizer and generates spans along scanlines that track where edges intersect the current scanline. Just throwing another camera into the scene, rendering to another texture, and then mapping that texture to the scene isn’t an option.

Of course, Quake is an old game with a software renderer. What accomplishes is more of the Portal style of portal by rendering what is on the other side of the portal with a seamless teleportation transition. For those who have played Quake extensively, adding portals seems unnecessary, as teleporters are already a core part of the game mechanics.
