QuakeWiki
Engines, SDKs and editor thoughts

I started playing with UDK and Unity, just for comparison. My computer is somewhere between low-end and high-end, and UDK smoothly runs all demo maps – some of them pretty CPU intensive. My QRe engine pipeline is a bit obsolete and deprecated. And old. And tools suck, because I need to use hacks and workarounds

The Last of Us

http://www.youtube.com/watch?v=s5Bck_5DToE http://www.youtube.com/watch?v=q8Plad8L9lY http://www.youtube.com/watch?v=LSCpEZvIekk http://thelastofus.com/ http://www.eurogamer.net/articles/digitalfoundry-tech-analysis-the-last-of-us

Stairs WIP

I needed a flight of stairs for the underground level and I did one using the reference below. The stairs are brushes, using the smallest unit available. The term “flight of stairs” represents a continuous series of stairs from one landing or floor to another, and in my case, the underground storage space.           Still not

Development Restarted

I chose to use development textures for the entire block-out phase, including beta testing, and refining the map. Textures would require a bit of work, as I intend to apply a general style for all of them (if I can’t write a post processing shader to tint the whole view). The engine suffered more changes,