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What tutorials will help you understand the Quake 2 3d engine?
Hey!
I have a practical task - to "understand" the structure of the Quake 2 source code.
I have some practical knowledge - I have been creating maps for this engine for quite some time.
But there is a lack of understanding of how it all works.
In particular, what are traces, hulls and other terminology associated with 3d.
What can I read to get an idea of how the engine draws a 3d scene in space and manipulates it?
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I won’t name exact books, but you need to study:
1. 2d geometry
2. 3d geometry
3. projection
4. physics of light propagation, lenses
5. normals, tangentials (I will separately note)
6. textures, vertices, triangulation, vertex bypass
7. unwrap textures (a special kind of projection)
8. vectors, matrices, coordinate systems, affine transformations
9. main loop of the game
10. system of engines (rendering, physics, etc.) and their interaction
11. main loop of each engine
12. physics (for physical engine)
Well, roughly these topics will give a basic idea of how the game engine works. I advise you to just write a small 2d engine in, for example, c# gdi+ or 3d in directx. So it will probably be more clear to you where all these things come from in the engine, and why the FPS changes .
In addition, I note that there were similar articles on Habré. I especially liked becoming the developer of cool Sam, who explained the bug when the future was drawn on the stage (I don’t remember exactly).
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