Why Doom is Awesome: Binary Space Partitioning

Описание к видео Why Doom is Awesome: Binary Space Partitioning

Edit: I'm aware now that Doom didn't use affine texture mapping. I'm also aware that many of the games following Doom used portal based rendering, while still having files with a .BSP format.

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An exploration into how Doom's graphics work and how Doom affected the gaming industry back in 1993.

Chapters:
0:00 Preliminary explanation
0:53 Intro
4:30 Wolfenstein
8:00 Doom
25:37 Addendum


#Doom #Doom1993 #DoomBSP

Sources:
Doom visualization tool: https://github.com/proteal/DOOM-Vis
Headless Doom: https://github.com/jwhitham/DOOM
Node Building Video:    • Doom E1M1 Nodes Building  

https://www.pcmag.com/news/the-comple...
https://fabiensanglard.net/doomIphone...
http://web.archive.org/web/2015042121...

R Schumacher & Air Force Human Resources Laboratory. Training Research Division 1969, Study for applying computer-generated images to visual simulation, Air Force Human Resources Laboratory, Air Force Systems Command, Brooks Air Force Base, Tex.

Fuchs, H, Kedem, ZM & Naylor, BF 1980, ‘On visible surface generation by a priori tree structures’, ACM SIGGRAPH Computer Graphics, vol. 14, no. 3, http://www.cs.unc.edu/~fuchs/publicat....

Special Thanks:
ID Software
CoD Black Ops: Cold War
The Doom Community

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