It's interesting that Q3 - which was the first engine id released after they got serious competitors in that space (Unreal, Source) - switched back to sprites for fire, smoke and explosions.
In retrospect, I wonder if it was an attempt to associate some kind of 'uncompromising real 3D' branding with id engines. IIRC the only thing that was a sprite was the BFG10K plasma ball?īack then, I just found it strange. Q2 took it even further - it has 3D models for explosions, and even puffs of smoke when bullets hit walls (these were simple particle effects in Q1).
But I can't remember anything else outside of UI that was using a sprite. Unreal two years later) would look much better given the very low poly counts.Ĭuriously, explosions were still sprite + particles. Not to mention it has a shop and weapon upgrades. Coupled with an over the top arsenal of weapons and one-liners, this is THE Duke-in-Doom experience. Along with an official expansion pack, known as Plutonium Pack, several third party expansion packs were also released. It is a sequel to the platform games Duke Nukem and Duke Nukem II, published by 3D Realms. You can play other FPS games in Doom as well. Duke Nukem: War Against the doomed is what it says on the tin. Duke Nukem 3D is a first-person shooter developed by 3D Realms and released by GT Interactive Software on January 29, 1996. So, lets take a look them, shall we0:00 Intro2:57 Duke It Out in D. For example, they have rendered all flames as 3D models, even though sprites and/or procedurally generated 2D flame (as used in e.g. There are few Duke Nukem related mods too. One interesting thing about Quake is that not only it was 3D, but it was excessively 3D in many ways.