Episode #467 from 1:06:36

Constructive solid geometry

Can you just go back to that, you programming. What are some interesting technical challenges you had to overcome? You mentioned dynamic lighting, create this three-dimensional world and try to figure out the puzzle of how you actually do that at a time when nobody, Carmack and you, doing this kind of thing. It's a totally open Wild West. So what are some interesting technical challenges you have to try to solve? There's a lot. Some of them are visible on screen and some are behind the scenes and still require a lot of innovation. All of the graphical techniques were really interesting challenges. And Unreal Engine in those early days went a lot further than the Quake engine and building environments using constructive solid geometry with a real-time editor. And that was a really interesting technical challenge. The idea is building is extremely tedious if you are only adding objects to the world. If you want to build a door, then you need to add like a dozen different pieces of door frames and add a bunch of different walls together to fit together in the right shape. It sure would be easier if you could just start with a wall and subtract the door out. And so we had this way of adding geometry to the world and subtracting geometry and the engine would perform all of the calculations on that. And this is something that I'd been anticipating was possible for-

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Can you just go back to that, you programming. What are some interesting technical challenges you had to overcome? You mentioned dynamic lighting, create this three-dimensional world and try to figure out the puzzle of how you actually do that at a time when nobody, Carmack and you, doing this kind of thing. It's a totally open Wild West. So what are some interesting technical challenges you have to try to solve? There's a lot. Some of them are visible on screen and some are behind the scenes and still require a lot of innovation. All of the graphical techniques were really interesting challenges. And Unreal Engine in those early days went a lot further than the Quake engine and building environments using constructive solid geometry with a real-time editor. And that was a really interesting technical challenge. The idea is building is extremely tedious if you are only adding objects to the world. If you want to build a door, then you need to add like a dozen different pieces of door frames and add a bunch of different walls together to fit together in the right shape. It sure would be easier if you could just start with a wall and subtract the door out. And so we had this way of adding geometry to the world and subtracting geometry and the engine would perform all of the calculations on that. And this is something that I'd been anticipating was possible for-

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Constructive solid geometry chapter timestamp | Tim Sweeney: Fortnite, Unreal Engine, and the Future of Gaming | EpisodeIndex