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Why Doom is Awesome: Binary Space Partitioning 2 года назад


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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. Join the Discord:   / discord   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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