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The 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.wikip
by Scuds 12y ago
The 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.