|January 18th, 2011, 10:59 PM||#2|
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
It took a team in his case. He isn't a game designer. I can't think of anyone who has redefined it more than once.
|January 19th, 2011, 02:06 AM||#3|
Join Date: Mar 2006
True..I'm just referring to the inventive abilities that we all posses. Some one may have an idea and a "sorta" knowledge to get it started. Compared to now a days...where there is no "knowledge" to create something original.
True...but you have to admit...two separate engines, Quake/Unreal...a revolutionary step forward? DooM was much a step in the right direction, following Wolf3d. Doesn't it take a spark of imagination to push the "line" further?
Maybe I'm wrong, but the difference between Quake & Unreal, in terms of 3D...was the "boxiness" that Quake had(many more polygons), while there were less polygons and better textures with the Unreal Engine?
Now there's algorithms, that create curves/stretched textures between two points...
(Sorry, it's late for me, been talking to my girl for a long while, it's 6 hours past my bed time)
You can call me Props.
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