3 ms·
I remember reading the comp.graphics.algorithms news group back when Descent was just out. People were going a little bit crazy trying to figure out how the he
by smcameron 5y ago
I remember reading the comp.graphics.algorithms news group back when Descent was just out. People were going a little bit crazy trying to figure out how the hell that thing worked. I found this page that talks about some of the things done to do texture mapping: https://www.lysator.liu.se/%7Ezap/speedy.html https://www.lysator.liu.se/%7Ezap/speedy.html
- lostgame 5y agoDescent blew my mind, as well. IIRC it predated Quake and was the first ’true’ 3DoF FPS? The source code has since been released on GitHub, if you’re ever interested in seeing it!
- kubanczyk 5y ago6DoF, as there are six degrees of freedom. Three correspond to rotational movement around the x, y, and z axes, commonly termed pitch, yaw, and roll. The other three correspond to translational movement along those axes, moving forward or backward, left or right, up or down.
- egfx 5y agoYep close, I think it was even more constrained then that though.. https://news.ycombinator.com/item?id=20973306 https://news.ycombinator.com/item?id=20973306