3 ms·
And in fact, from TFA, It was actually for the Super Nintendo port of Wolfenstein that Carmack first researched and implemented binary space partitioning. In W
by tejohnso 2y ago
And in fact, from TFA,
It was actually for the Super Nintendo port of Wolfenstein that Carmack first researched and implemented binary space partitioning. In Wolfenstein, this was relatively straightforward because all the walls were axis-aligned; in Doom, it would be more complex. But Carmack realized that BSP trees would solve Doom’s speed problems too.
- anonzzzies 2y agoEven more amazing that the company they hired to do the Nintendo port copped out so they had to stall doom dev to do the Nintendo port and because the hardware was not good enough they had to do bsp to make it work at all…