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Media Summary: After a long pause, I decided to go to the original ID sources and get it working on the 16MHz This is an experiment/proof-of-concept. The aim is to implement perspective-correct texture mapping on

Atari Quake Ii Reference Version - Detailed Analysis & Overview

After a long pause, I decided to go to the original ID sources and get it working on the 16MHz This is an experiment/proof-of-concept. The aim is to implement perspective-correct texture mapping on

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Atari Quake II: Reference version
Atari Falcon030  Quake 2 - Continuity
Atari Quake II: Game Performance
Atari Quake 2: float-free texturing solved
Atari Quake 2: very early test with floating point
Atari Quake 2: integer vertex pipeline
Atari Quake 2: early object rendering
Atari Quake 2: texturing demo
Atari Quake 2: quadratic sampling texturemaps
Atari Quake 2: progress
Atari Quake 2: the texturing problem
Atari Quake 2: geometry & clipping on DSP
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Atari Quake II: Reference version

Atari Quake II: Reference version

After a long pause, I decided to go to the original ID sources and get it working on the 16MHz

Atari Falcon030  Quake 2 - Continuity

Atari Falcon030 Quake 2 - Continuity

IdTech #2 (

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Atari Quake II: Game Performance

Atari Quake II: Game Performance

(IdTech #

Atari Quake 2: float-free texturing solved

Atari Quake 2: float-free texturing solved

This is an experiment/proof-of-concept. The aim is to implement perspective-correct texture mapping on

Atari Quake 2: very early test with floating point

Atari Quake 2: very early test with floating point

Quake II

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Atari Quake 2: integer vertex pipeline

Atari Quake 2: integer vertex pipeline

Quake II

Atari Quake 2: early object rendering

Atari Quake 2: early object rendering

Quake II

Atari Quake 2: texturing demo

Atari Quake 2: texturing demo

Quake II

Atari Quake 2: quadratic sampling texturemaps

Atari Quake 2: quadratic sampling texturemaps

Quake II

Atari Quake 2: progress

Atari Quake 2: progress

Quake II

Atari Quake 2: the texturing problem

Atari Quake 2: the texturing problem

This is an experiment/proof-of-concept. The aim is to implement perspective-correct texture mapping on

Atari Quake 2: geometry & clipping on DSP

Atari Quake 2: geometry & clipping on DSP

Quake II

Atari Quake 2: optimized face processing

Atari Quake 2: optimized face processing

Quake II

Atari Quake 2: mouselook, framerate independence + hires display

Atari Quake 2: mouselook, framerate independence + hires display

Quake II

Atari Quake 2: Geometry ...optimized

Atari Quake 2: Geometry ...optimized

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Atari Quake 2: surface scan conversion

Atari Quake 2: surface scan conversion

Quake II

Atari Falcon030  Quake 2 - Random Samples

Atari Falcon030 Quake 2 - Random Samples

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Atari Quake 2: testing q2dm8 (a big map)

Atari Quake 2: testing q2dm8 (a big map)

Quake II

Atari Falcon030 HalfLife - Anomalous Code (F030 Q2 engine)

Atari Falcon030 HalfLife - Anomalous Code (F030 Q2 engine)

IdTech #2 (

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