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Quake logo
Quake logo













quake logo

To be able to compress this code even further and to have some immediate visual feedback, I decided to build an editor for these textures. rectMultiple ( 4, 4, 3, 3, 21, 21, 0x111a ) // Add two layers of brown and black noise A metal panel (rect) with four rivets (rectMultiple) Using a simple library to create a texture To my surprise, this produced some quite convincing results with just a bit of random noise and some embossed rectangles. I initially tinkered with a simple DSL that allowed me to create Canvas elements on the fly. So simply including the textures as image files was out of the question. Stored as PNGs they clock in at about 150kb. You may follow along in the source code on github. This article details some of the techniques that made it possible.

#QUAKE LOGO MODS#

It's still an exceptionally beautiful game, kept alive by ever improving engines like Quakespasm and ambitious mods like Arcane Dimensions and Alkaline.Ĭapturing the essence of Quake in just 13kb with code, textures, sound, music, weapons, enemies and maps was both challenging and a whole lot of fun. The original Quake in particular has aged tremendously well. One of the first things I did when my Oculus Rift CV1 arrived was porting Quake to it. In the early 2000s I created maps for Quake 3 and later tinkered with the source. Like for so many others, the openness of the Quake engine lured me into the tech world. Play Q1K3 – An homage to Quake in 13kb of JavaScript This year's theme was “Space” – I chose to completely ignore it and instead decided to pay tribute to one of my all time favorite games on its 25th birthday: I won in 2018 with Underrun and utterly failed to deliver any compelling gameplay with my 2019 entry Voidcall. This was my third time participating in the js13kGames contest. Monday, September 27th 2021 Q1K3 – Making Of















Quake logo