Shedding light on Quake I and II lightmapping
An explanation of how lightmaps are constructed in the classic Quake I and Quake II games, along with a look at the latest techniques developed by the community. Massive thanks to Eric Wasylishen and Paril for their help with part 3, and also to the Quake Mapping discord for their support. Get ericw-tools here: http://ericwa.github.io/ericw-tools/ Support my channel: https://www.buymeacoffee.com/mattsram... Follow me on Mastodon: https://mastodon.cloud/@mattsramblings/ 0:00 Introduction 0:36 Part 1: Quake 6:27 Part 2: Quake II 10:21 Part 3: ericw-tools

▶︎
Uncovering Quake's unseen collision hulls

▶︎
Okay, but how does airstrafing ACTUALLY work?

▶︎
Quake 3 is (Almost) Perfect

▶︎
The Tools that Built Doom

▶︎
The Invisible Technology That Determined What Every Game Could Become

▶︎
Doom’s Stair Builders Are Hilariously Broken

▶︎
this game engine is from the 90s
![How Quake's software renderer ELIMINATES overdraw [⚠️ flashing images]](https://i.ytimg.com/vi/zdXsHWHxeBY/hq720.jpg?sqp=-oaymwEbCNAFEJQDSFryq4qpAw0IARUAAIhCGAG4AvcY&rs=AOn4CLBRZgGbYW2ZV4XpTyk-SgK_NxDdKQ&usqp=CCc)
▶︎
How Quake's software renderer ELIMINATES overdraw [⚠️ flashing images]

▶︎
A First Look At Raytraced Audio

▶︎
Why did Quake (and arena shooters) die?

▶︎
Is This the Hardest Trick in Quake?

▶︎
Quake 2: Falling in love with a classic

▶︎
Better Quake strafe-jumping with genetic algorithms

▶︎
Elite: "The game that couldn't be written"

▶︎
The code behind Quake 3's overbounce bug

▶︎
Every Quake 2 (id Tech 2.5) Engine Game Ranked From Worst to Best

▶︎
Ironwail is amazing!

▶︎
Quake II on the PlayStation 1 is an incredible port. Here is why.

▶︎
DOOMGUY CANT JUMP: How Simplicity Leads to Strategy

▶︎
