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     Non-PhotoRealistic Rendering (npr) is often considered the task of taking a 3d environment and displaying
it as if it were (for example) hand-drawn. Stylization is the main purpose of an npr, as is with most pencil-and-paper
artists (imagine if everyone who drew cartoons tried to make them look as realistic as possible - boring!). NPRQuake
attempts to capture the elements
of different drawing techniques, and immerse the viewer in worlds drawn entirely in the prescribed style.
If you have ever imagined running around inside a painting or a drawing, you are beginning to get the idea.
     NPRQuake is, at its core, Win32 GLQuake. The drawing guts have been ripped out and placed in a number of Dynamic-Linked Libraries, but everything else has remained pristine and very true-to-Quake. Additional functionality was added to accomodate for our ripping of the drawing stuff, but none of the additions affect gameplay in any way. Basically, NPRQuake is GLQuake with different drawing routines - simple, eh? We have nearly completed three renderers (located in these pages), and have simplified the process to allow you (yes you) to take our lead and create your own. Please see the How do I make my own page for details.      Initial execution of NPRQuake will load the classic Quake renderer. A series of simple console commands subsequently gives the NPRQuake player the ability to change renderers on-the-fly. Additional renderer-specific C-variables also offer control over the world's parameters (line thickness, etc). More information is available on each renderer's individual page.      NPRQuake, as with GLQuake, is within the GPL code-domain and is therefore available for download and additional manipulation. We actively encourage everyone to attempt to create their own renderers, and possibly fix some of the bugs we were having with our own. Creating NPRQuake was as much of an experiment in understanding how the geniuses at ID concocted their game engine as it was an attempt to manipulate it. There is still much more learning to be done... |