|Let's Write a Quake 3 Graphics Engine in OpenGL!|
by Bryan McNett
In this series of articles, I will show you how the Quake 3 graphics engine works. You will find plenty of pictures, diagrams, and even real-time emulators designed to teach you exactly what is going on behind the scenes.
As I explain how the Quake 3 engine works, I'll show you how to write a similar engine in the OpenGL graphics language. From multitexture to geometry management, I'll cover all the new technologies that will set Quake 3 apart in 1999, when it is scheduled for release.
These articles are not endorsed or supported in any way by id software (the developer of Quake 3) or Activision (its publisher). The information presented here has been interpreted from public statements issued by id software. Quake is a registered trademark of id software, incorporated.
|7/27/1998||Order-of-Operations and the "Quake 3: Arena" Graphics Engine|
an interpretation of John Carmack's recent comments regarding the "Quake 3: Arena" graphics engine. order-of-operations and its role in multitexture is discussed.
|5/20/1998||Screenshots of an Interactive Quake 3 Texture Editor for Windows 95|
After reading these articles, kickaha began writing an interactive Quake 3 texture editor for Windows 95. Here is a screenshot. Unfortunately, screenshots don't do justice to the dynamic lighting effects.
|5/18/1998||OpenGL commands for light-mapping, bump-mapping, texture-mapping and specular-mapping in Quake 3|
a more technical article about the three OpenGL commands used by Quake 3 for light-mapping, bump-mapping, texture-mapping and specular-mapping.
|5/15/1998||Multitexture and the Quake 3 Graphics Engine|
an informal romp through Quake 3's exciting multitexture technology. the included file lets you play with this key technology in real time with Adobe Photoshop!