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by ambiate 4652 days ago
Quakeworld was my entry point into wanting to program. BSP, VIS, DISP, oh yeah. I remember trying to figure out the math for projectiles and the various splash damage routines.

I remember bunnyhopping and attempting to figure out the glitch to alter the effect even more on sharper turns.

So many 'wasted years' that resulted in a wonderful career and field of study. I emailed John a few times throughout the years. He was the most courteous and honest person I have ever met. One of the replies from Carmack went along the lines of, 'Yeah, those models are our IP. If your community is small and the growth is not going to explode, feel free to use them. Just do not brag about it on your website. Our lawyers are not hunting for people, unless they wish to be seen.'

1 comments

Carmack's a legend - he's done good things (which I can't talk about) for the WebGL community too, ask Tojiro next time you visit a conference.

Weird Quake/Doom crossover: Doom had 'rocket jumps' (pushing yourself further off a cliff via smashing a rocket into the wall) - one was required for the E3 secret level.

Doom also had accidental wall riding but only when you were headed north. :^)

North and east.

It's due to the 'sliding' check on walls, if the player is moving fast enough, the movement path is divided in half and each is checked for obstacles...but if the obstacle happens to be in both segments of the path, you're slid twice.

And the reason the bug only happened when you're moving north and east is due to...another bug, the check is done only if your movement is greater than X or Y, not if it's less than negative X or Y.