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- Path: ifi.uio.no!usenet
- From: ludvigp@ifi.uio.no (Ludvig Pedersen)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: These technical terms...
- Date: 19 Apr 1996 15:26:05 GMT
- Organization: Dept. of Informatics, University of Oslo, Norway
- Message-ID: <973.6682T1279T1418@ifi.uio.no>
- References: <1582.6676T834T1624@mbox.vol.it><1467.6678T966T229@Redrobe.demon.co.uk><4l17o8$btf@sunsystem5.informatik.tu-muenchen.de><4l3bm7$qql@Venus.mcs.com>
- <kaespe1by0v.fsf@lk-hp-6.hut.fi> <317643E8.55DA@gih.no>
- NNTP-Posting-Host: gymir.ifi.uio.no
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
- >Mats A Knip wrote:
- >> > Well, Doom is texture-mapped raycasting, and as such, is all chunky.
- >> > VGA hardware is chunky. Doom draws directory to video card memory.
- >> BZZZT! Doom is NOT raycasting!!!!! Period.
- >Doom uses an weird way of rayCASTING (not raytracing)
- >That's why there are no bridges to go under in it..
- >Check it out for youself!
-
- Completly wrong!
-
- This misunderstanding was commonly spread because I guy
- wrote a large doc on how he "thought" Doom was made. :-(
-
- Patrick Hanevold and I have personally gone trought the data-structure
- Doom.wad files several times and know this is incorrect.
-
- Doom uses a 2D vector world. A wall is repesented by a single line. This line
- also have properties as height.
-
- If someone wants more info about the .wad format and Doom, try to get
- a file called "DoomSpecs.guide" written by Matt Fell (matt.burnett@acebbs.com)
-
-
-
- <sb>Ludde - Amiga Demo Coder
- <sb>Virtual Reality & Official Be developer
- <sb>ludvigp@ifi.uio.no
-
-