![]() ![]() But since that will be per-poly overhead at best, there probably isn't that much to gain, and it'd be quite a bit of work to rewrite that sort of code anyway. Likewise, I would guess that Descent uses more fixedpoint arithmetic where Quake will use more float. I've done subpixel-corrected renderers on 486 back in the day, and got away with it just fine. I don't think removing the subpixel correction would gain all that much, since it's only a bit of per-poly setup, and Quake is very lowpoly. Well no, but the code can be studied, and might give some 'inpsiration' for making the Quake-renderer faster on 486.īut I think with two simple changes you should already get quite far:ġ) Make the rasterizer perform perspective correction per 32 pixels instead of 16.Ģ) Reduce the texture resolution to make better use of the small L1 cache on a 486 (Pentium has 16K, most 486 have 8K). ![]() The Descent code wouldn't be very useful anyway due to a license conflict IIRC. Perhaps they 'get away' with bilinear texturemapping on quads, by keeping the quads small enough to avoid visible distortion.Įdit: apparently there is some info on wiki: en./wiki/Descent_(video_game) it seems that they only use quads, not triangles. The texturing looks like it is perspective-correct, but. They did not do subpixel-correction like Quake does at least. I'm not sure how they did the texturemapping on that one. The closest thing to a Quake-engine I know, which runs well on a 486, is Descent: You should either stick to linear texturemapping, or perhaps some other clever approximation of perspective. So to get a Quake-like game working on a 486-class computer, you shouldn't use this type of perspective-corrected texture-mapping. On a Pentium-class CPU this is fast, on a 486 it's horribly inefficient. Yes, the problem with Quake is the perspective-correct texture-mapping, which uses an fdiv for every 16 pixels. Here's some nice inspiration to get you going with someone doing an excellent job at 'porting' Quake2 to a inferior-to-486 computer □ Name them accordingly Ex: Track002.ogg Quake used Track001 for data, Name them until Track011.Second of all, I think that it would be an interesting project (that I would start if I had the time and/or skill) to try to write a quake engine specifically optimized for the 486.Ogg is mostly recommended, You can convert music files here Place the music files here, Can be either ogg or mp3.Create a new directory under the sound folder named cdtracks.First create a directory under ID1 named sound. ![]()
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