The_root_of_all_evil said:
XMark said:
The_root_of_all_evil said:
Quake 2 was the first to have true 3D. ('97)
Actually, Quake 1 was already fully 3D.
Not fully, the patch released in '97 boosted it to use 3DFX, before that it was just 3D roaming. Quake 2 was the first to have it full 3D from the start.
You misunderstand what is meant by 3D. It doesn't refer to hardware accelleration. A hardware accellerator just speeds up rendering by doing it in a specialised GPU separate from the CPU. In theory, a software renderer running on the CPU could do all of the things that modern GPUs do; it would just be incredibly slow, because the CPU is not optimised for those sorts of operations.
Quake 1 was true 3D because the vertices of its polygons were defined by three cartesian coordinates. The up/down axis was no different to the left/right or forwards/backwards axes. The 3D world was transformed into a 2D image on the screen by actual geometric projection, unlike earlier FPSes, and this remains how modern game engines work to this day.
In Doom and Duke, rooms were defined as polygons whose vertices had only two cartesian coordinates. Each side of a polygon became either a wall or a border between two rooms. Each polygon had additional "floor height" and "ceiling height" parameters, so you could go up and down, but it wasn't a true up/down axis. You couldn't have a room with another room directly underneath, or a gantry that you could walk both over and under. And of course, everything that wasn't world geometry was a flat sprite. Duke allowed you to tilt your view up and down, but that was essentially a bit-blitting hack, not an actual rotation of a 3D coordinate system like Quake could do, so it didn't look quite right.
GLQuake just used a different rendering API; think of it as like using a different programming language: it's still essentially the same program, it does the same stuff, just the syntax is different. Quake 2 used essentially the same engine as GLQuake, with a few new features like the ability to have individual pieces of world geometry rotate, like a circular saw or a hinged door. Quake 3 added support for shaders and a few other things, and Doom 3 and Quake 4 took that even further, but they are all still based off of the same fundamental principles of Quake 1. Half-Life took GLQuake and added a lot of the same stuff as Quake 2 did. Then the Source engine improved upon that up to somewhere between Quake 3 and Quake 4 standards. CoD4 and many other games can also trace their ancestry back to Quake 1. See Quake family tree [http://en.wikipedia.org/wiki/File:Quake_-_family_tree.svg].