Quake 2 had an interesting model format. It was essentially a set of OBJ mesh keyframes that get linearly interpolated between, for the smoother animation you see in Quake 2 character models when compared to Quake 1. MD2 was what it was called. One of the first things I wrote as a 3D game developer was an OBJ loader, and then an MD2 loader.
Carmack's code is something I've always admired. The system he figured out for a client/server networking model in Quakeworld for Quake 1 is still essentially the way most multiplayer games work now, as far as I know.
Carmack's code is something I've always admired. The system he figured out for a client/server networking model in Quakeworld for Quake 1 is still essentially the way most multiplayer games work now, as far as I know.