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by gilbetron
1536 days ago
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https://nothings.org/gamedev/thief_rendering.html#lighting "The core technique for rendering texture mapped polygons with decent precomputed shadows is very similar (identical?) to Quake. Thief used light mapping and a surface cache to store the lit surfaces. I refer you to Mike Abrash's articles." Mike Abrash is a cool guy, not as well known as Carmack but had as big, if not bigger, impact on the gaming world. Got to sit in a panel with him and Carmack once at GDC to talk about networking stuff (I wasn't in the actual panel, but it was a tiny room with about 20 people plus the panelist) |
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