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Interesting trivia: The game Wolfenstein 3D originally used raycasting to determine visibility. Later, id software signed a contract with Nintendo for a SNES po
by 0-_-0 7y ago
Interesting trivia: The game Wolfenstein 3D originally used raycasting to determine visibility. Later, id software signed a contract with Nintendo for a SNES port, which they outsourced to a contractor while they worked on Doom. During this time Carmack realized that the same method won't be fast enough for Doom and started studying BSP [1] trees. Meanwhile, the contractor was unable to do the port because of the very paltform-specific code (heavy optimisations for the 386 and 486). So id software took time off from Doom and went back to do the port themselves, eventually succeeeding by using BSP for visibility and a lower resolution.
https://en.wikipedia.org/wiki/Binary_space_partitioning https://en.wikipedia.org/wiki/Binary_space_partitioning