[ 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.9775715 [View]
File: 605 KB, 800x600, rendering e1m1.gif [View same] [iqdb] [saucenao] [google]
9775715

>>9775470
>t. Edge Magazine writer.
Lmao, imagine being bothered that Doom is recognized for being great.

>Terminator Rampage
>Blake Stone
>In Extremis
>Isle Of The Dead
>Jurassic Park
>Lethal Tender
>Escape From Monster Manor
>Bram Stroker's Dracula
>Ken's Labyrinth
>Freaks! (might not even have been around in 1993 as claimed)
Most of these games don't stray far from Wolfenstein 3D's level of technology. Some of these are really shit, too.

>Shadowcaster
>Pathways Into Darkness
A bit more advanced, but these games are still not all that distant from Wolfenstein 3D either.

>Spacehulk
>Terminator 2029
>Silent Debuggers
These aren't even realtime 3D, they're more like old first person dungeoncrawlers, but with the combat being realtime instead of turnbased.

>Hovertank 3D
>Catacombs 3-D
>Wolfenstein 3D
Outright the stepping stones by iD themselves towards Doom, a game which still looks incredibly impressive next to these.

>Gun Buster
Pretty cool arcade game, but Doom is still a lot more impressive, it even has smaller levels than Wolfenstein 3D.

>War Games In A Maze ('MazeWars')
This is a crude tech demo with no provenance.

>Robocop 3
>The Terminator
>Cybercon III
>Castle Master
>Corporation
Getting into really primitive territory here, clunky controls, slow gameplay, no textures at all.
Gotta say, Doom still mogs these games.

... And so on. The only first person 3D game preceding Doom which was even close to as technically impressive is Ultima Underworld, which is comparable with graphics, but runs MUCH slower. Thus, I can only conclude that Doom is an impressive game and that you can do nothing but continue to mald.

>> No.9586417 [View]
File: 605 KB, 800x600, rendering e1m1's visplanes.gif [View same] [iqdb] [saucenao] [google]
9586417

>>9583970
>doom had rooms as a single polygon called a sector and polygonal edges were called linedefs
Sort of, a sector is just a space with defined heights, lighting, effect, tags, and flats (floor or ceiling textures, including one which will render the sky texture when used). A room can be a single sector, but often they aren't, instead making up multiple.
If you look at a set of stairs, every step on that stair is its own sector with its own defined height.

>second was how it was rendered. it used something called raycast. where the player cast a number of 2D rays out into the sector which would continue until they hit a linedef. if that linedef was a connected sector then the ray would continue through the adjacent sector. repeats until it hits a valid wall to render. it would then render the wall/ceiling/floor, in a single vertical slice that was 1 pixel wide. and the number of rays cast were the width of the screen. like 320x240 would cast 320 rays to fill the screen with vertical slices.
Doom doesn't raycast, it uses Binary Space Partitioning to cut the level up into chunks and then determines what gets rendered or not from what position.

>>9584473
Doom does, because it's 3D.

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