| ▲ | IshKebab 11 hours ago | |
Well, it was also known to be fake trickery. But fake trickery that ran fast and looked good. IIRC Quake 3 levels had true curved surfaces, though presumably they were polygonised at some point in the rendering pipeline. | ||
| ▲ | Sharlin 7 hours ago | parent [-] | |
They were dynamically tessellated on the CPU. These days we can of course do the same thing on the GPU, using tessellation/geometry/mesh shaders or even compute shaders, depending. | ||