[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.2550919 [View]
File: 135 KB, 800x600, f3NwMiS.gif [View same] [iqdb] [saucenao] [google]
2550919

>>2550801
Linguica made a build of DOOM that takes a screenshot after certain renderer calls and then made a gif of that. It certainly is hypnotic.
>I made that GIF just by sticking a call to M_Screenshot() (or whatever the function is called, I forget) at the end of each call to r_drawcolumn and r_drawspan, so presumably it's showing the exact order that the engine is rendering stuff.

>>2550815
I guess in that sense it's 3D the same way the Amiga did 3D. (FWIW, the Amiga's 3D was "Push it to the Blitter, let God sort it out.)

>How did later games with similar engines to Doom overcome the height limitation?
I'm pretty sure the only DOOM-based engine that successfully overcame this limit was Hexen and only Hexen. This was then forwardported to ZDoom, et al.

I don't actually have a definitive answer to this so I downloaded the Hexen source and am currently pouring through it. I'm not a great programmer, much less do I know pure, undiluted C, but I'm gonna see what I can understand here compared to the original DOOM source on Github.

>>2550902
>I'm not sure I'm really convinced, you could simulate artificial height for any entity in an engine like Doom's if you really tried (like later games such as Dark Forces and Duke3D did), would that make it 3D?
I mean you can simulate a height variable for each entity but it wouldn't naturally make the game "3D". The map itself is still a two-dimensional plane. Consider Streets of Rage. You can move left and right, forward and back, and also jump through the air - That's 3 dimensions. However, the game is still 2D.

Navigation
View posts[+24][+48][+96]