Shedding light on Quake I and II lightmapping
55K views · Dec 11, 2023 · Gaming
Comments · 146
@EspireMike · 3 weeks ago
Such a fantastic deep dive into the light-mapping tech. the visualizations and explanations are incredible! Thankyou.
@q6manic · 2 years ago
It's amazing how you are able to create visualisations for all of these processes. Love all your videos!
88
@muffintrap1337 · 3 months ago
These visualizations are beautiful <3
@SleepyAdam · 2 years ago
As cool as RTX and games with weather effects and different times of day and a lot of the more simulative lighting effects of modern gaming are, there is an exactness and artistry to baked lightmaps that I really adore.
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@thegibusguy4969 · 1 year ago (edited)
<a href="https://www.youtube.com/watch?v=bxientPsqRg&t=480">8:00</a> This visual is super mesmerizing, I adore it.
3
@KokoRicky · 2 years ago (edited)
It's worth noting that Jurassic Park was released just three years prior to Quake, and its renders lack bounce lighting...yet a video game was simulating it not long after. Quake was way ahead!
62
@hughjanes4883 · 2 years ago
Ive treid to research the quake rendering engine, but i never figured out the light! I hope this, illuminates my problems, it seems like a bright idea to look into this, these are my shining examples of puns, im sorry
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@MrTrololow · 1 year ago
this channel is WICKED, I'm a big fan of these types of videos
@YourCRTube · 2 years ago
So, this is why the Q2 Remaster looked so authentic!
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@23Scadu · 2 years ago
Excellent video, and superbly visualized! I used to make a lot of Quake and Quake II maps back in the day, so I already had a decent understanding of how the lighting worked in practice, but getting some insight into the specifics is really fascinating.
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@AgsmaJustAgsma · 2 years ago
<a href="https://www.youtube.com/watch?v=bxientPsqRg&t=762">12:42</a> The combination of lightmapping and vertex coloring makes this map showcase absolutely sublime. It feels like a completely lost art that stands the test of time.
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@buzinaocara · 2 years ago
I've seen the baked lightmaps from quake be explained so many times, but never found a detailed explanation of the process for computing the dynamic lightsources from explosions and debris... That's what I've always been most curious about.
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