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/vr/ - Retro Games


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6916012 No.6916012 [Reply] [Original]

Why do some people refer the original Doom as 2.5D? Why isn't it considered real 3D?

>> No.6916016

>>6916012
Sprites throw people off.

Close thread.

>> No.6916019

because it looks like shit

>> No.6916035

Because it's all 2D sprites rendered at certain angles based on your perspective to give the impression and illusion of 3D rather than actual 3D polygon models

>> No.6916037

>>6916012
Only the maps are 3d, sprites are 2d and they just face you as you move.

>> No.6916039

It doesn't have free look

>> No.6916045

>>6916035
but aren't the walls made of rendered 3D? Or is it not "true" 3D for some reason beyond that?

>> No.6916057

>>6916045
Walls are just 2D flat planes.

Like if you make a square pillar it looks 3D. You can walk around it in a circle and see it's a 3D square pillar but it's really just 4 flat 2D walls. It's not an actual 3D object. In quake you would make a actual square polygonal brush that's a actual 3D model.

>> No.6916073

>>6916012
most of it can be described as 2D from top-down perspective. can't have floor-over-floor, can't aim up/down, walls are always vertical, floors are always horizontal, textures aren't shared between walls and floors. there are some Z-axis aspects, but less than there are restrictions.

>> No.6916084

>>6916016
>>6916019
>>6916035
>>6916037
>>6916039
>>6916045
>>6916057
>>6916073
Which e-celeb are you quoting?

>> No.6916089

>>6916084
>e-celebs have a monopoly on facts

>> No.6916134

>>6916073
how did hexen do slopes then?

>> No.6916239

>>6916012
because zoomers can't count

>> No.6916268

>>6916084
Why don't you tell me? You're so certain it came from YouTube.

>> No.6916335

>>6916035
Pretty sure that's Wolfenstein you're thinking of, Doom is proper albeit primitive 3D

>> No.6916339

It has no Z axis. Doom is Asteroids with very clever sprite scaling

>> No.6916343

>>6916335
Doom is literally just an iterated Wolfenstein 3D engine. It can't do room-over-room environments and has no Z axis

>> No.6916371

>>6916012
there are limitations to the level geometry

maps are maps in the literal sense

>> No.6916393

The OG game itself might have been 2.5D but the source ports everyone uses besides maybe Chocolate Doom are definitely 3D.

>> No.6916408

>>6916084
I'm quoting your mom lole

>> No.6916636

>>6916012
The worldspace is physically 3D, but it uses various methods for rendering which aren't strictly 100% three dimensional.

>>6916343
No, Rise Of The Triad would be an iteration of the Wolfenstein 3D engine, with Doom they started over with rendering and level structure.

>>6916339
lmao

>>6916393
Stuff like Eternity, GzDoom, and its derivatives, they can do real 3D rendering, but looking at Chocolate Doom, Crispy Doom, Boom, PrBoom+, Marine's Best Friend, etc, the only way you're doing Room Over Room effects is with trickery like instant lifts and silent teleporters. Boom and its spawn (as well as Doom 64, by the way) has various added features which make these tricks much easier to pull off cleanly and more convincing, but they're still tricks.

It's kind of like how in Duke Nukem 3D & Pals, the way that underwater sections is done is to make a separate sector which is underwater, where the surface of the water where you enter into it, and exit out through, is kind of just a teleport effect. Done well enough, this will give you pretty much the same result as if both parts truly were one, but it's a trick nonetheless.

>> No.6916643

>>6916012
the lie?
sprites
the truth?
there's barely any Y axis to play with

>> No.6916714

>>6916643
There's plenty of Y axis, this fatso explains it well:
https://youtu.be/CLRvPJppwsM