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Re:Quake's lightning gun bug explained by Cthulhu_ on Thursday June 15, 2023 @07:28AM (#36338937)
There's some really big innovations happening in e.g. rendering like that; I wouldn't be surprised if the complexity and work involved in just Nanite is 10x that of the whole Quake engine.

Similarly there's the work nvidia is doing, using AI technology to upscale graphics instead of rendering things at 4K.

Re:Quake's lightning gun bug explained by vinyl7 on Thursday June 15, 2023 @08:34AM (#36339555)
Hobbyists have already made their own implementation of Nanite. It's not that complicated.
Re:Quake's lightning gun bug explained by ehaliewicz2 on Thursday June 15, 2023 @02:05PM (#36344341)
It has been over a year since the algorithm has been explained in quite a bit of detail.

Hobbyists make complicated things quite regularly, although I don't know about 10x quake.

10x a quake for modern hardware, maybe (could be quite simple)

10x software rendered dos quake with loads of asm, probably not.

Re:Quake's lightning gun bug explained by ahahahahah on Thursday June 15, 2023 @03:56PM (#36345653)
In that sense, neither is the quake engine.
Re:Quake's lightning gun bug explained by itsagavin on Thursday June 15, 2023 @08:58AM (#36339806)
The idea is that, the derivative came after the virtuoso. Of course what came after is more complex costs more takes more is more impressive blah blah. Dismissing those that thought the thought or solved for a problem before it was, is such a dumb thing people do.