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9272375 No.9272375 [Reply] [Original]

How did Carmack overlook the obvious benefits and ease of use that comes from skeletal models and animations for Quake 1 and 2?

>> No.9272407

>>9272375

might be wrong on this, but per vertex keyframe animations are cheaper on the cpu than skeletal bone translations to each vertex? cpu time was a major concern in the project.

something else that comes to mind is that per vertex animation is more flexible (i.e. crash bandicoot) and that in hindsight may have looked like a good choice.

overall i am with the crowd that skeletal animation was the better choice in the end. (weird wobbly polygons specially in quake 2, yuck)

perhaps when id saw unreal (1998) they realized the mistake.