Quake's PVS: A hidden gem of rendering optimization
![](https://i.ytimg.com/vi/bxientPsqRg/mqdefault.jpg)
13:12
Shedding light on Quake I and II lightmapping
![](https://i.ytimg.com/vi/xVLtnKyRSb4/mqdefault.jpg)
4:10
Minecraft-style logic in Quake
![](https://i.ytimg.com/vi/uCv5VRf8op0/mqdefault.jpg)
17:10
REVEALED: Quake III's SECRET Algorithm!
![](https://i.ytimg.com/vi/HPqGaIMVuLs/mqdefault.jpg)
21:46
Surface-Stable Fractal Dithering Explained
![](https://i.ytimg.com/vi/xBodLDT_yrg/mqdefault.jpg)
13:03
Better Quake strafe-jumping with genetic algorithms
![](https://i.ytimg.com/vi/qN9BsrHzoDI/mqdefault.jpg)
30:07
Quake: A field guide to monsters (Quake 1 + Expansions)
![](https://i.ytimg.com/vi/zdXsHWHxeBY/mqdefault.jpg)
8:17
How Quake's software renderer ELIMINATES overdraw [⚠️ flashing images]
![](https://i.ytimg.com/vi/40JzyaOYJeY/mqdefault.jpg)
11:58