Talk is cheap

Don’t claim your engine is “next gen” if you don’t even have those.

2 Responses to “Talk is cheap”



  1. George Says:

    Pierre, tell us how you did it?

  2. Kostas Michalopoulos Says:

    Hehe, nice :-). Although AFAIK the first game engine to introduce decals, Build (the one used in Duke Nukem 3D, Blood, etc) had unlimited decals without fading them out. I remember poking the walls in Blood with the Pitchfork for a few minutes at the same spot and “opening” so much “holes” that when they were in camera’s fov the game slowed down a bit (remember, that was in a software rendered Pentium MMX). So basically you did decals the “right” way (its a little irritating to spill blood all over the room in Doom 3 and after a few minutes seeing the room as if someone came by and cleaned it).