Doom engine - Limited but still 3D
540,700
Published 2021-05-12
Fabien Sanglard's article about Doom engine:
fabiensanglard.net/doomIphone/doomClassicRenderer.…
Timestamps:
00:00 - Intro
00:23 - No rooms above rooms
01:37 - "No Z-axis"
03:52 - Fixed camera angle
05:59 - Conclusion
Soundtrack used in the video (in order of appearance):
"Citadel of Might" by James Paddock
"Running from Evil" by Robert Prince
"Prototype" by James Paddock / Stuart Rynn
"Adrenaline in the Blood" by James Paddock
"Sweet Little Dead Bunny" by Robert Prince
"Fallen Sun" by James Paddock
#Doom #3D #Limitations
All Comments (21)
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That rocket with revenant legs is going to haunt me in my sleep
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"Does the Doomguy have severe neck pains?" Yes, demons and hell are a major pain in the neck.
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I remember the fact that Quake could have rooms on top of rooms was a massive tech breakthrough at the time.
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This editing was great. The rocket with revenant legs, Doomguy with a neck brace, and the incredibly well timed Sweet Little Dead Bunny metal turn with the YOLO'd Crispy Doom.
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Came from the uncle decino recommendation, stayed for the A+ quality and information
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Fun fact: the Vanilla style of vertical look, also known as y-shearing, originated in Heretic
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Can we just safely assume this simple fact : Carmack is some godlike being ascended from the depths of hell to give us this timeless masterpiece of game.
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"Its likely because of a well known fact: Projectiles dont have legs. They cant run around and make sick platforming." Golden quote
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Now I want a mod that adds revenant legs to all the rockets.
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Thumbs up for all of these visual effects for easier comprehension :thumbsup:
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One nice advantage of not having rooms above rooms that no one talks about - it makes the maps easy to look at and navigate
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If you wanna really pull hairs, you could easily argue that modern 3D raster graphics aren't technically 3d either, it all comes down to 2d triangles that are being warped via equations to appear to exist in the 3rd dimension. This becomes fairly obvious on the original PlayStation, as the lack of a Z-Buffer meant that one triangle could only block other another triangle from view if it came up later in the draw order.
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Here from decino, this is a fucking great video
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Holy crap what a fantastic video! Really good job on this. I really appreciate how much effort was put into the editing of this video on top of the great explanations.
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Yup. Doom was a good game. A good 3D game.
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I appreciate this new genre of people with European accents teaching me about how DOOM works.
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decino sent me here, and I'm glad he did!
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For a more advanced rendering engine, GZDoom's palette tonemapping sure pales in comparison to the plain ole software renderer, especially with ambient occlusion enabled. Look at that smooth gliding color banding at 4:00!
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This is not only one of the most straightforward and coherent explanations of the Doom engine, but also absolutely amazing in presentation and editing. Awesome video
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As a moderately experienced Doomer, this video didn't tell me anything I didn't know, but I have to say that the polish and clarity with which you presented this was really impressive. I could listen to you talk about Doom all day.