3 ms·
A Wolfenstein engine is pretty simple to replicate, it's basically a 2D top down game projected into the 3rd dimension. Here's how it works. http://lodev.org/
by jiggy2011 12y ago
A Wolfenstein engine is pretty simple to replicate, it's basically a 2D top down game projected into the 3rd dimension.
Here's how it works.
http://lodev.org/cgtutor/raycasting.html http://lodev.org/cgtutor/raycasting.html
A doom engine is a little more involved and requires BSP trees, more clipping/culling and something closer to actual 3d (floors and ceilings with variable heights, geometry that doesn't fit onto a grid).
Both of the games used 2d sprites for enemies rather than 3d models, so you could draw all of the graphics with paint rather than a modelling tool which would probably be a significant time saver.
- thathonkey 12y agoThat sounds pretty complicated to me :D But, I am admittedly a layman in this area.
- jiggy2011 12y agoIt probably makes more sense if you follow along with the article and convert the code examples into your favourite language. The good thing is that you don't even need to use Direct3D/opengl, you could do it with only a <canvas> element in javascript for example or anything else that lets you assign colours to pixels. You could even make an ascii art version if you were so inclined.
- ido 12y agoOr you can use unity.
- jiggy2011 12y agoYou could, but the renderer in unity is optimized to deal with environments far more complex than were possible in wolfenstein or even doom and thus uses very different techniques to put geometry onto the screen. A psuedo 3d wolfenstein clone written with a reasonably optimized raycaster would probably outperform a unity version quite significantly. I don't know how well suited unity is for having 3d game entities represented by flat textures instead of 3d models for example.
- krapp 12y agoI'm just starting delving into SDL2 tutorials. If I ever get competent at it, this sounds like a fairly good idea for a project.
- Scuds 12y agoThe BSP* algorithm used in Doom was research paper material in 1991, and Carmack was among the first to apply it to low performance PC games. * http://en.wikipedia.org/wiki/Binary_space_partitioning http://en.wikipedia.org/wiki/Binary_space_partitioning I keep thinking about the Malcolm Gladwell "Ten thousand hours to expertise" idea, and for Carmack to be looking at this sort of stuff at the age of 22, he basically had to eat sleep and shit computer graphics for years and years on end before he could be in a position to apply this to a computer game.
- nailer 12y agoI read something from the System Shock developers about them finding out about BSP after Doom was released. They'd spent the whole time culling levels to try and fit into memory, never considered recursively chopping it up.