Rendering speed is the secret to Quake III Arena’s success

In 1999, id Software released Quake III Arena, a multiplayer FPS shooter. It differed from previous games in the absence of a single-player story mode and in the presence of only a multiplayer part. At the time, many were amazed at how quickly this game rendered graphics, and no one understood how the developers managed to achieve such speed.

1333 FPS – the limit is in the engine, but it can also be removed

After publishing the source code of the game, it was discovered that it contains an unknown algorithm called Fast Inverse Square Root. Former Microsoft software developer David Plummer released a video in which he told the story of this strange algorithm, explained how it works, and also told a little about its possible creator.

David William Plummer is a Canadian-American computer programmer and entrepreneur. He is best known for building the Windows Task Manager, Space Cadet Pinball ports for Windows NT, ZIP support for Windows, HyperCache for the Amiga, and many other software products. He also holds 6 software development patents.

Now Plummer programs in his free time, and also hosts the Dave’s Garage Youtube channel, where he publishes content related to computer programming. So if you are interested in this topic, we strongly recommend that you subscribe ..