His methodology is to put his hands on the keyboard, write a function, a struct, make it compile, make it produce the correct output, make it faster, make it use less memory...
Almost nobody cares about actually learning how to program anymore. These days, the majority of humans are solving for one question- "what do I need to say to someone for them to give me money?"
Not to offend you, and you've already pointed out the better way to do it, but I don't think there is too much to gain from this approach. When I was learning Vulkan for example, the only thing this helped me learn was which functions they were calling from the API. Their variable names and ifdefs and wrapper functions were completely useless to me. I was able to get their 5000 lines down to just 1000-- and that was for a single untextured cube with direct memory management and simple surface handling. Imagine if it had been more complex? 20,000 lines of typing for little reason. My neck aches thinking about it :)
Neither is required to be true. Rather, this reads as a person who genuinely hopes for you to understand what they are attempting to teach you. Often times, technical documentation is written because the author desires to sound smart, not actually help you achieve whatever the topic at hand may be.
I'm thinking it's likely the number of supported colors and integer vs floating point precision.
You'll notice that quake textures are very similar to PS1 textures in that they are pixelated and use a limited number of colors, whereas N64 textures have more of a smooth gradient.
Likely also there are differences in the lighting systems as well. This is why I think people compare Quake II or even Quake III Arena to UE1. The OG quake really was a hack just to be the first that did 6 degrees of freedom textured 3D graphics on a PC, which I think they were the first for those exact constraints. My history is a little fuzzy, SEGA certainly had them beat by multiple years on arcade boards but those were all custom, and other games that had 6 degrees of freedom were not textured. It was a busy time !
Nice, I checked out some screenshots, still looks very compelling :) Nothing wrong with flat/emission/background/basic/straight color shading, a concept for which I've heard a thousand terms now.
It's the hardware that's the problem, not Linux support. Simply, the hardware manufacturers don't make fanless, thin, light, performant, power efficient laptops.
Yup that's a good start! It proves that a company other than apple can do something fanless. Probably they're plastic-y, but they are thin, light, and fanless. Power efficiency and performance are likely not good, but, at least google doesn't deliberately obfuscate their hardware like Apple does. Instead, they just let everything that's not ChromeOS fester, since they're trying to make money. But anyone who wants to start a business selling Alpine on Chromebooks can ;)
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