Making Graphics Like it's 1993
staniks.github.io
Making Graphics Like it's 1993
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Re: Making Graphics Like it's 1993
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#4Re: Making Graphics Like it's 1993
#5This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…
Re: Making Graphics Like it's 1993
#6Re: Making Graphics Like it's 1993
#7Re: Making Graphics Like it's 1993
#8Re: Making Graphics Like it's 1993
#9This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…