Everything we had discussed from 3D to QuakeC sounded great to me. We had a preliminary idea of what we wanted, and as we began the new year, we had to create all the tools and tech necessary to make an engine capable of building a full 3D world. Even nowadays, FPSs push engines and computers to their limit, and creating an engine, the tools to support it, and a design to show it off is a Herculean task. We’d done it three times before, but this engine was the most complex one yet. We guessed it to be about ten times more difficult than DOOM’s engine. This metric allowed us to estimate the
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