Edit: I'm aware now that Doom didn't use affine texture mapping. I'm also aware that many of the games following Doom used portal based rendering, while still having files with a .BSP format.
Join the Discord: [ Ссылка ]
An exploration into how Doom's graphics work and how Doom affected the gaming industry back in 1993.
Chapters:
0:00 Preliminary explanation
0:53 Intro
4:30 Wolfenstein
8:00 Doom
25:37 Addendum
#Doom #Doom1993 #DoomBSP
Sources:
Doom visualization tool: [ Ссылка ]
Headless Doom: [ Ссылка ]
Node Building Video: [ Ссылка ]
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R Schumacher & Air Force Human Resources Laboratory. Training Research Division 1969, Study for applying computer-generated images to visual simulation, Air Force Human Resources Laboratory, Air Force Systems Command, Brooks Air Force Base, Tex.
Fuchs, H, Kedem, ZM & Naylor, BF 1980, ‘On visible surface generation by a priori tree structures’, ACM SIGGRAPH Computer Graphics, vol. 14, no. 3, [ Ссылка ].
Special Thanks:
ID Software
CoD Black Ops: Cold War
The Doom Community
Why Doom is Awesome: Binary Space Partitioning
Теги
Doomdoom graphicsdoom graphics settingsdoom graphics evolutiondoom gameplaydoom graphics moddoom video gameid software doomid softwarejohn carmack doomjohn carmackdoom visualsdoom rendering algorithmdoom rendering enginedoom bsp algorithmray castingwolfenstein 3dbspdoom bspdoom historydoom renderingdoomjohn romeroquakedoom loredoom developmentclassic doomDoom is geniusdoom codedoom source code explainedcarmack