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@ -36,7 +36,7 @@ Indexed ([palette](palette.md)) mode with "only" 256 colors was used for renderi
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Doom also has a [deterministic](determinism.md) [FPS](fps.md)-independent physics which allows for efficient recording of [demos](demo.md) of its gameplay and creating [tool assisted speedruns](tas.md), i.e. the time step of game simulation is fixed (35 tics per second). Such demos can be played back in high quality while being minuscule in size and help us in many other ways, for example for verifying validity of [speedruns](speedrun.md). This is very nice and serves as an example of a well written engine (unlike later engines from the same creators, e.g. those of [Quake](quake.md) games which lacked this feature -- here we can see how things get progressively shittier in computer technology as we go forward in time).
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There is no [antialiasing](antialiasing.md) in the engine, i.e. aliasing can be noticed on far-away textures, but it is suppressed by the use of low-res textures and dimming far-away areas. There is also no edge smoothing (kind of misledingly known as "antialiasing") in the geometry rendering, the engine is [subpixel](subpixel.md) accurate in rendering of the top and bottoms of the walls, i.e. the line these boundaries form may result in rasterizing slightly different pixels even if the start and end pixel is the same, depending on the subpixel position of the start and endpoint -- this feature doesn't much help in static screenshots but makes animation nicer.
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There is no [antialiasing](antialiasing.md) in the engine, i.e. aliasing can be noticed on far-away textures, but it is suppressed by the use of low-res textures and dimming far-away areas. There is also no edge smoothing (kind of misleadingly known as "antialiasing") in the geometry rendering, the engine is [subpixel](subpixel.md) accurate in rendering of the top and bottoms of the walls, i.e. the line these boundaries form may result in rasterizing slightly different pixels even if the start and end pixel is the same, depending on the subpixel position of the start and endpoint -- this feature doesn't much help in static screenshots but makes animation nicer.
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## See Also
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- [Jedi engine](jedi_engine.md)
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- [Build engine](build_engine.md)
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- [Chasm: The Rift](chasm_the_rift.md)
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- [raycasting](raycasting.md)
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- [raycasting](raycasting.md)
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