Doom engine - Limited but still 3D

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Visualized overview of Classic Doom 3D engine limitations. Contains mild amounts of humor.

Fabien Sanglard's article about Doom engine:

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
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"Does the Doomguy have severe neck pains?"
Yes, demons and hell are a major pain in the neck.

Jay-lnco
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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.

holden
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That rocket with revenant legs is going to haunt me in my sleep

vahnayasaki
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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.

mjc
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Came from the uncle decino recommendation, stayed for the A+ quality and information

TheCarPassionChannel
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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

carterguy
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Now I want a mod that adds revenant legs to all the rockets.

bf
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Fun fact: the Vanilla style of vertical look, also known as y-shearing, originated in Heretic

thenate
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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.

enquea
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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

MC-bhph
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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.

luigimaster
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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

theharlequin
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Thumbs up for all of these visual effects for easier comprehension :thumbsup:

_antares
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THANK YOU!! For the love of god, I’ve wanted to make this video but lacked the patience to do editing on this level - this video explains it clear as day. Well done, and well earned sub!

DoomKid
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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.

PeterLawrenceYT
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I appreciate this new genre of people with European accents teaching me about how DOOM works.

JoeyGamer
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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!

MarphitimusBlackimus
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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.

beamweapons
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Here from decino, this is a fucking great video

eternal
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Thank you, it was always blowing my mind when someone claimed "doom is not 3d". The on only thing that makes a game 3d is whether or not a player can explore a 3d environment playing the game. All technical limitations, "2.5d" etc. is just that - technical stuff and a colloquial terminology, that doesn't change the nature of a game.

Pootie_Tang
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