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Don't forget the BSP tree, that's what really made Doom work and be playable with huge maps on a 386 & 486. By cutting the game map into sections in front and
by tdicola 11y ago
Don't forget the BSP tree, that's what really made Doom work and be playable with huge maps on a 386 & 486. By cutting the game map into sections in front and behind the player it could very quickly figure out a small set of sectors that are visible and just render them instead of the entire world (which would be way too slow on computers of the time). Fabien Sanglard has a great analysis of how Doom worked: http://fabiensanglard.net/doomIphone/doomClassicRenderer.php http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
- viperscape 11y agoI thought bsp came in when they made quake, interesting to know! Is this how Wolfenstien and Commander Keen worked too?
- pjc50 11y agoWolfenstein was grid-based (you couldn't have arbitary wall angles), and Keen was a 2D side scrolling platformer.
- douche 11y ago+1 for mentioning Fabien's stuff. Now, if he just had time to do the book he was going to write... I'd seriously pay $100