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Atari Quake 2: the BSP tree algorithm in 250 bytes of 68k
Atari Quake 2: integer vertex pipeline
Atari Quake 2: testing q2dm1...
Atari Quake 2: Geometry ...optimized
Atari Quake 2: early object rendering
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Last Updated: September 24, 2026
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Summary
After a long pause, I decided to go to the original ID sources and get it working on the 16MHz This is an experiment/proof-of-concept. The aim is to implement perspective-correct texture mapping on