
- #Wolfenstein 3d map example software
- #Wolfenstein 3d map example code
- #Wolfenstein 3d map example Pc
The first time I ran this game was on a 386/25 with 5Mb RAM. Terminator Rampage was atmospherically intense and I couldn't play that one for long either.Īpogee and Microprose games in general were way easier on the atmospheric tension.some Blake Stone followed by Aces of the Pacific and then a bit of FastTracker II was so often my jam. It was one game that I'd usually quit after too long when playing it alone at home. Weirdly, I also remember Prince of Persia for DOS being kind of scary in an atmospheric way. Similar with Force 7 and Aliens for the C64, in which the landing sequence made you think you were playing Master of Lamps and then boom, you were screwed. I still remember that I found Friday the 13th for the C64 _far_ more terrifying than even Doom on the PC. But the feeling of excitement was really well balanced in various ways. Wolf3D and Doom were both pretty good for jump scares and relative tension. It's funny to think about the scariness factor.

To counterbalance this, another student was usually rendering things in POVRay and I think at one point I brought in VistaPro to show people. Death's Heads going off while brushing doritos crumbs off the shirt and saying "hi there, welcome.so these are all CAD systems running AutoCAD, and uh." Sometimes people would pop in to ask about drafting and CAD while we were playing on Wolfenstein or.what was the artillery one? Scorched Earth I think. The teacher was cool with us playing games and things at lunch. My mouse sat on top of a big digitizer tablet next to the computer. Mostly 386/40s but some 486/33 systems too. You got me thinking though.I first saw Wolf3D in high school drafting class. Particularly if your own childhood worked out more or less fine that way. It's awkward sometimes as a parent to weigh the excitement of "how cool is this" with the possibility of your kid being exposed to that kind of excitement before it's really appropriate.
#Wolfenstein 3d map example Pc
The Black Book on Doom is also worth a read for comparison - it is quite remarkable how much the PC improved when 16-bit real mode was replaced by 32-bit protected mode and how different the design of Doom was from Wolf3D.įunny. Kids today have it so easy with their Unitys and their Unreals.

I vaguely also recall seeing the "fizzlefade" effect discussed here a while back: When you die the screen is faded to red through a linear feedback shift register that touches each pixel on the screen once in a seemingly random way. There were also a couple of tricks to speed up drawing sprites if they contained lots of transparent pixels. That was why the game had to do some slow processing when you resized the view area.Īnother one was that if two vertical strips were the same, they could be sent to the VGA card at the same time.
#Wolfenstein 3d map example code
One that comes to mind was compiled scalers - they basically JIT-compiled the code of an unrolled loop that drew each scaled vertical strip of a wall. There were all kinds of tricks used to speed up the engine: The technical wizardry that went into making it fast went way beyond the raycasting graphics engine. If you're at all interested in the technical aspects or retro computing, I highly recommend Fabien Sanglard's Game Engine Black Book: Wolfenstein 3D: It was bright and colorful, but so were Wolf3D and Commander Keen.

Unless my memory is flawed, Duke3D didn't even attempt any dynamic lighting in the 8bpp VGA modes of the era. I tried playing with dynamic lighting w/texture mapping hacks in 256-colors after playing DOOM showed it was possible, and it only really worked well with dark/goth-y muted textures because you have very little dynamic range.

#Wolfenstein 3d map example software
Quake supported a software rendering mode on VGA as well, IIRC, also with dynamic lighting. That they managed this in 256-colors was unbelievable a the time. A huge part of what made DOOM so amazing was the dark environment and atmospheric, dynamic lighting. I did software-rendered graphics programming back in the VGA days and a lot of your muted color palette complaint stems from a necessary compromise to support dynamic lighting in 256-colors. That's somewhat orthogonal to Duke3D the game played-as-shipped. What I'm hearing is that you loved the Build engine and tooling surrounding it.
