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Talk:Quake III Arena

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Moved from my talk page

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About Fast inverse square root in Quake 3

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I'm writing this message so as to not revert your changes and edit war.

I believe that the Fast inverse square root section is relevant to Quake 3 because the game was its first implementation in a major program. At the time, it was generally computationally expensive to compute the reciprocal of a floating-point number, especially on a large scale, and the fast inverse square root bypassed this step. Common software methods in the early 1990s drew approximations from a lookup table, but this game changed everything, and so it is mentioned in the main Fast inverse square root page. Hextor26 (talk) 22:01, 17 November 2021 (UTC)[reply]


Moved from my talk page. This needs to be sourced in order for it to be included. Not just the usage, but the claim that it "changed everything". Chaheel Riens (talk) 07:03, 18 November 2021 (UTC)[reply]
Dedicating an entire section to it is quite disproportionate. It should be included as a sentence under the game engine section instead, with a link to its main article. Otrebus (talk) 10:39, 2 February 2023 (UTC)[reply]

Reviews

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207.229.139.154 (talk) 19:40, 10 May 2023 (UTC)[reply]

References

single-player mode?

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"The single-player mode is played against computer-controlled bots."
So, is there something special in that? Usually all this genre's games do that. Or is the "bot" the difference? Technically, all enemies are "computer-controlled bots", regardless what they look like. I think the difference is mentioned in previous sentence: "excluding story-based single-player mode". 46.132.59.156 (talk) 17:27, 16 March 2024 (UTC)[reply]