
| stylinsty | Mar 3, 2007 10:58am | Linked lists store the polygons relative to eachother.
So they took the ray casting idea and applied it to 3D space hitting linked lists?
What really gets me is even after you know exactly which polygons need to be drawn you must render the graphics to it- then in addition they do no overdraw!
So they do not need to draw from back to front.
If anyone knows the explanation of Doom to Quake 1 pleaes post links or explanation. Thanks! |
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| Julcho | Apr 29, 2007 11:46am | | Well AFAIK Doom uses a plain 2D ray-casting algorithm. Rays are casted in the field of view from the position of the camera and vertical textured stripe is drawn according to the first found intersection. If the wall is not high enough to cover the whole vertical distance between floor and ceiling next closest intersection is sought and respectively drawn. So you only have walls perpendicular to the floor. The sources of these games are actually freely distributed from ID Software so you can download and analyze them if you wish. |
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