this post was submitted on 29 Mar 2024
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[–] dual_sport_dork@lemmy.world 53 points 8 months ago (26 children)

OG Doom does not support (or need) hardware 3D acceleration. It's not a polygonal rendering engine.

Relatedly, and probably not to anyone's surprise, this is why it's so easy to port to various oddball pieces of hardware. If you have a CPU with enough clocks and memory to run all the calculations, you can get Doom to work since it renders entirely in software. In its original incarnation -- modern source ports have since worked around this -- it is nonsensical to run Doom at high frame rates anyhow because it has a locked 35 FPS frame rate, tied to the 70hz video mode it ran in. Running it faster would make it... faster.

(Quake can run in software rendering mode as well with no GPU, but in the OG DOS version only in 320x200 and at that rate I think any modern PC could run it well north of 60 FPS with no GPU acceleration at all.)

[–] airbussy@lemmy.one 9 points 8 months ago (9 children)

Interesting, learned something new from my silly comment!

[–] TimeSquirrel@kbin.social 12 points 8 months ago* (last edited 8 months ago) (5 children)

Also, this'll blow your mind too, Doom wasn't actually 3D. It was a clever trick involving the lack of the ability to look up and down. They used some sort of algorithm (I forget how it works exactly) to turn the 2D walls, doors, and platforms that appear from the top-down view in the map into vertical stacks of lines that "look" like 3D objects in front of you. The sprites are also all just 2D projections overlayed onto the game.

This system introduced all kinds of wierd quirks in the game, like the trippy effect you get when you activate no-clipping and clip through the edge of the map.

[–] barsoap@lemm.ee 4 points 8 months ago (1 children)

Most notably perspective only gets calculated on the horizontal axis, vertically there is no perspective projection. Playing the OG graphics with mouse gets trippy fast because of that. Doom doesn't use much verticality to hide it. Duke Nukem level design uses it more and it's noticeable but still tolerable. Modern level design with that kind of funk, forget it.

[–] frezik@midwest.social 3 points 8 months ago (2 children)

I learned recently that the Jedi Engine for the original Dark Forces had an additional trick. You could have a hallway over another hallway--which Doom cannot--but you can't see both hallways at the same time. So there might be a bridge over a gorge, but the level design forces it so it's a covered bridge, and you wouldn't have an angle where you could see inside the bridge and down into the gorge.

[–] barsoap@lemm.ee 2 points 8 months ago* (last edited 8 months ago)

Duke Nukem can do that, too, both it and Dark Forces use portal engines while Doom is a BSP engine. With a portal engine you're not bound to a single global coordinate system, you can make things pass through each other.

Not actually a feature of the renderer you can do the same using modern rendering tech, though I can't off the top of my head think of a game that uses it. Certainly none of the big game engines support it out of the box. You can still do it by changing levels and it wouldn't be hard to do something half-way convincing in the Source engine (Half-Life, Portal, etc, the Valve thing), quick level loading by mere movement is one of its core features, but it isn't quite as seamless as a true portal engine would be.

[–] dual_sport_dork@lemmy.world 1 points 8 months ago* (last edited 8 months ago)

Doom64 accomplished this by adding a silent elevator sector type, so it could have bridges that appear to be floating "over" an underpass that you could walk through but you could also cross over the top. This, of course, immediately got turned into marketing bullshit trying very hard to imply that "Doom64 was fully truly 3D, and the Doom engine could now do room-over-room."

Which it can't. These weren't bridges, they were cleverly disguised elevators.

What you eventually notice is that you can never look at one of these bridges from below and then from above, or vise-versa, without first passing through a tunnel or building that completely obscures your view of it. When your view is obstructed, you cross over a trigger somewhere that causes the elevator to, without making any sound (because elevator sounds were hard coded into original Doom), zip up to its cross-over-the-top position or its walk-under-the-bottom position. It could only ever be in one state at a time, never both.

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