Matt's Ramblings

Uncovering Quake's unseen collision hulls

I added an AI to a classic Quake mod (and it's not an LLM)

Shedding light on Quake I and II lightmapping

I added portals into software Quake

Shooting Through Walls: Unraveling the Code Behind Quake's Lightning Gun Bug
![How Quake's software renderer ELIMINATES overdraw [⚠️ flashing images]](https://ricktube.ru/thumbnail/zdXsHWHxeBY/mqdefault.jpg)
How Quake's software renderer ELIMINATES overdraw [⚠️ flashing images]

Quake's PVS: A hidden gem of rendering optimization

BSP Trees: The Magic Behind Collision Detection in Quake

Minecraft-style logic in Quake

Speedrun Science: Beating Quake with code

Swapping faces with 100,000 lines of C and 90 lines of Python
![Quake E1M1 but there are 4096 grunts [4k subscriber celebration]](https://ricktube.ru/thumbnail/0dbzdkHf6CA/mqdefault.jpg)
Quake E1M1 but there are 4096 grunts [4k subscriber celebration]

The code behind Quake 3's overbounce bug

In search of the perfect speed-drift in Trackmania

Quake path traced in Blender

Perseverance rover landing footage projected onto map

The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging)

Better Quake strafe-jumping with genetic algorithms

Teaching a computer to strafe jump in Quake with reinforcement learning

Quake 3's frame rate dependent physics

Strafe-jumping physics explained