《Quake 玩家速度 (2017)》
Quake's Player Speed (2017)

原始链接: https://rome.ro/quakes-player-speed-1

在1996年《Quake》开发的期间,团队面临着由于早期互联网速度和新兴3D技术的限制而带来的重大技术挑战。关卡设计受到严格的1.4MB地图数据(BSP文件)文件大小限制的严重制约,以便于下载。性能也至关重要;当世界多边形数量超过350时,闪烁的红色屏幕会警告开发者,需要通过可见性阻挡进行仔细优化。 内部关卡编辑器QuakeEd,按今天的标准来说非常简陋。它从头开始构建,缺乏流畅的3D导航,并且依赖于简单的“笔刷”几何体——用于构建整个关卡的3D矩形。设计师使用有限的视角工作:俯视、侧视和一个小的渲染3D预览,使用独特的X坐标系统进行垂直放置来操作笔刷。尽管存在这些挑战,QuakeEd仍然能够在这些严格的限制下创建《Quake》的突破性关卡。

一个Hacker News的讨论围绕经典第一人称射击游戏中的玩家速度,特别是《Quake》和《Doom》。原始帖子指出,《Quake》的玩家速度感觉比《Doom》的“疯狂”速度更真实和沉浸,类似于《System Shock》。 评论者将其与现代YouTube内容联系起来,认为视频被故意放慢以达到最低时长以实现盈利。这引发了一个关于播放速度如何影响盈利计算的问题。一位用户开玩笑说,以2倍速度播放YouTube视频实际上使其恢复正常,而另一位用户指出许多视频已经感觉被人工拉长。核心论点是,《Quake》稳定的速度有助于创造更可信和引人入胜的体验。
相关文章

原文

In 1996...

We were in crunch mode working to get Quake finished. We had to establish a few guidelines to make sure the levels were next-gen, fast, and not too big since people will be downloading the game back during the early internet days.

We decided that map BSP files can't be bigger than 1.4 megabytes. The final complied state of a map was called a BSP file. So we had to make sure we stayed under that value. If a map got too big we had to delete some brushes and try to get the BSP under that size.

To keep the game fast we put a red flickering screen up when the polygon count for world polygons went over 350. Yes, 350. This was at the beginning of using polygons in an FPS and 350 was not too bad of a number back then. If the screen flickered at any time during play we would find the offending view and then start blocking off visibility with new geometry to keep the poly count low and the framerate fast. Also making sure to keep the size under 1.4 megabytes.

The QuakeEd tool that I made was not the best 3D level editor at all – not by a long shot. We tried to keep it as simple as possible because smoothly flying around in 3D space like cameras do nowadays was never done back then. We were figuring it out as we went.

So, QuakeEd made making 3D levels actually painful. We used a primitive called a "brush" that was a 3D rectangle we could drag out into the world and move around. Maps were completely made out of brushes.

There were only three views: a top-down line view, a sideways line Z-view, and a small, fully-rendered 3D view so we could see what the brushes looked like with textures on them. We could see if they were in the right positions.

There was an X that we could drag around and any brushes that were under the X were displayed in the Z-view. That's how we moved brushes up and down in the Z plane.

联系我们 contact @ memedata.com