hello! i wrote (!) about has css has evolved over the past 20 years, at least as i remember it https://eev.ee/blog/2020/02/01/old-css-new-css/
https://tcrf.net/Proto:System_Shock
https://tcrf.net/Proto:System_Shock/Map_Differences
happy February! i finally finished writing up just about all of the interesting differences i could find in this beta version of System Shock from late August 1994
I like Quake II's technical advances, but the Strogg aesthetic is honestly just kinda boring and uninspired. Maybe it didn't get done justice until Quake 4.
finished Quake II. pretty okay imo but not a whole lot of variation in the textures throughout most of the game... and switching weapons sucks ass
@shaderphantom this is actually how some of the very first hardware-accelerated graphics computers, like the pixelplane, worked
it's a damn shame this industry has moved away from this sort of thing because it's impressively powerful for how simple it is
this happens to be an incredibly natural and straight-forward way to generate all of optimal visual geometry, collision hulls and visibility information in a BSP tree.
strawberry jam 4 is coming up! make a horny game during february, which is extra-long this year https://itch.io/jam/strawberry-jam-4
has poor taste in video games
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