4 ms·
> You try figuring out a highly performant ray casting engine without the internet. Not that it detracts from what he accomplished in any way, Carmack's alter
by grog454 5y ago
> You try figuring out a highly performant ray casting engine without the internet.
Not that it detracts from what he accomplished in any way, Carmack's alternative to the internet seems to have been books and research papers.
From GEBB DOOM:
"John started searching around for 3D research papers. He had several
VHS tapes of math conferences, and compendiums of graphics papers from
conferences because game books were a rare thing back then, and there was
nothing printed that could help us create the engine we were building – he had
to figure out where to get information that was not directly applicable to games
and figure out how to adapt it to his problem.
Bruce Naylor’s May 1993 AT&T Bell Labs paper was titled "Constructing Good
Partitioning Trees" and was published in the proceedings of Graphics Interface
’93. John had this book in his collection. Bruce’s explanation of BSPs was
mostly to cull backfaces from 3D models, but the algorithm seemed like the
right direction, so John adapted it for Wolfenstein 3D.
— John Romero"
- meheleventyone 5y agoThis is still the way things work now. A lot of techniques new to games come from earlier academic research there’s even cross-pollination back from industry as well.
- ddingus 5y agoDidn't a particularly noteworthy event happen during the production of the movie, "Interstellar"? Edit: Yes, and here is one of many stories: https://www.google.com/amp/s/www.wired.com/2014/10/astrophysics-interstellar-black-hole/amp https://www.google.com/amp/s/www.wired.com/2014/10/astrophys...
- flatiron 5y agoI believe only wolf 3d snes used bsp. I may be misremembering.
- dkonofalski 5y agoDooM uses BSP trees for the levels and Quake uses them as well but in 3D. The main difference was that DooM could make the BSPs on the fly (2D) while Quake needed the BSPs to be compiled ahead of time. The executable had to be run, along with a visualization optimizer and a lighting program, in order to get the compiled map file for Quake.