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Title:Why Doom is Awesome: Binary Space Partitioning
Duration:26:25
Viewed:970,541
Published:22-07-2021
Source:Youtube

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://discord.gg/mn4E8CPsgX 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: https://youtu.be/iqKrbF6PxWY https://www.pcmag.com/news/the-complete-history-of-first-person-shooters https://fabiensanglard.net/doomIphone/doomClassicRenderer.php http://web.archive.org/web/20150421212726/http://aiforge.net/test/wadview/dmspec16.txt 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/publications/VisSurfaceGeneration80.pdf. Special Thanks: ID Software CoD Black Ops: Cold War The Doom Community



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