
Why Doom is Awesome: Binary Space Partitioning
February 16, 2023 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: https://ift.tt/Fyqa2WM
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://ift.tt/YfmiGBL
Headless Doom: https://ift.tt/dGPRgMf
Node Building Video: https://youtu.be/iqKrbF6PxWY
https://ift.tt/hw9xopT
https://ift.tt/FKM9bOz
https://ift.tt/LqXOU78
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, https://ift.tt/NWVdjZO.
Special Thanks:
ID Software
CoD Black Ops: Cold War
The Doom Community
via YouTube https://www.youtube.com/watch?v=hYMZsMMlubg