Hey man! You know what? Your q1j3 is one of the most amazing piece of software I ever saw. It feels good and technically amazing! And your game is overall rocks! Where do you learn js like this?
the individual axis collision is the same thing minecraft does, although they do the vertical first and then horizontal however, an issue with both your and MC's approach is that its anisotropic. IE a hull with radius 0.25 moving from (0.5,0.5) to (1.5,1.5) with a bloc at 0,1 will not give the same results if the whole setup is rotated 90 degrees. this is more noticeable in minecraft when trying to walk along narrow hill/cliff sides but otherwise doesnt crop up because of the (usually) short distances moved. i imagine it can crop up here more commonly since you can move faster in quake games but whether it Really Matters is shrug. still a very neat project though
Here from Primagen's deep dive. Man, this is soooo cool. I've already played through the game twice. I absolutely love how it looks! You did an amazing job.
I found your game through your blog post a few years back and absolutely loved it, so it's really cool to have a video accompany the post now :)
Amazing attention to detail with such tight limitations. Such a creative recreation of Quake.
Thanks for sharing this! I had a lot of fun playing it.
that's amazing, visited your blog and saw the other cool projects and games that's you've built, amazing work :) keep it up ❤
I see the video from thePrimeagen and a few days later you post this, and the youtube recommended obviously picks it up!
Didnt expect that qoi/qoa creator would become video essay youtuber 😁
Thanks Dominic, this codebase has been enormously helpful to me in learning GL, and the basics of 3D game programming
This is really awesome.
Hey man!
You know what?
Your q1j3 is one of the most amazing piece of software I ever saw.
It feels good and technically amazing!
And your game is overall rocks!
Where do you learn js like this?
the individual axis collision is the same thing minecraft does, although they do the vertical first and then horizontal
however, an issue with both your and MC's approach is that its anisotropic. IE a hull with radius 0.25 moving from (0.5,0.5) to (1.5,1.5) with a bloc at 0,1 will not give the same results if the whole setup is rotated 90 degrees.
this is more noticeable in minecraft when trying to walk along narrow hill/cliff sides but otherwise doesnt crop up because of the (usually) short distances moved. i imagine it can crop up here more commonly since you can move faster in quake games
but whether it Really Matters is shrug. still a very neat project though
i needed this, im so tired of 100gb games
Amazing - I totally enjoyed the game, now for some explanation!
Thanks!
Very useful video thanks the game is dope btw
Here from Primagen's deep dive. Man, this is soooo cool. I've already played through the game twice. I absolutely love how it looks! You did an amazing job.
I was dreaming of this since I saw your blogpost !! So cool. Thanks a lot! Are you planning to record some sort of code walkthrough?
The dog / 10
Procedural Textures have been done since the 90’s. One of the more famous ones is the 96KB FPS *.kkrieger* demo
cool. does quake have ports into gzdoom or duke?
epic
Okey next project half life 2 in 13kb :)
no hl1 in 1mb
no, hl1 in 1mb
3:20 what is the 3d modeler used? I heard “Winks 3D” but can’t find it 🤔😅
Wings 3D?
@@spamaticahmm that could be it. 🤔 thanks!
Is it your job to develop games with webgl?
Hey dude I go to school and I want to play this game but it's unblocked could you give me the code to run this?
HUNH!
The coolest feature in Quake is the BSP. It is used to determine graphics, sound propagation and physics. Without a BSP it is not a quake tribute.
a minimal *accurate* remake of quakw would be interesting, would probably require a fair amount more than 13kb though
Interesting! I wish I could make my own Quake clone and sell it.