New Technology Game: Doom Rendering Engine
Doom rendering engine powers the core game engine Doom and Itâ € ™ s sequel , which is used as a base , electricity and other games use software license , it is heresy , hexene and strife noted . It is written by John Carmack by John Romero, Dave Taylor and Paul Radke auxiliary functions. Basically , the next computer development, doom rendering engine ported to DOS Doomâ initial release and later ported to several other operating systems and game consoles. Origin code of the Linux version of Doom game released to the public in 1997 and was granted a license for non-commercial purposes in accordance with , and again under the General Public License (GNU) was released in 1999 . Therefore , the result is that many users have allowed the development of the port of origin before running Doom unsupported operating system, often fix the error, sometimes radically circulating engine features and new functionality origin .
Doom rendering engine, rather than a true 3D engine, because it is impossible to see clearly up and down , a department can not be placed above or below another . However , whether it is a fairly elegant system that allows pseudo-3D rendering. In the beginning , when it was published , Doom was revolutionary , is almost unique in its ability to provide fast texture mapping 3D environments earlier models 386 and early 486 computer hardware, such as no dedicated 3D graphics hardware clock speed of about 25-33 MHz.
Although simple , fast rendering server , rendering doom has some limitations . At 16:16 on the basis of fixed-point numbers render server. Unlike this limitation, the accuracy of small units will be lost , because the accuracy limitations hinder accuracy mainly in multiplication and division. More graphics glitches due to the high resolution, especially resolution of 5000 pixels or more range , some small field of view problems distortions With the expansion of the floor and the ceiling towards the horizon .
Doom engine to render the wall, because it draws the BSP tree traversal sequence subsector distance from the camera .
Since the frames are drawn , they are stored in a list. It is used to reduce the overdraft folder showing buy other frames. The list also later the edges of clips wizard. In order to reduce the burden on the engine 's performance game development and publishing, is essential in the early 1990s on the back , there is a fixed limit to how many frames can be rendered once, ie 256.
This extra frame is not simply leave blank wall should be obvious to initiate a hall mirror effect, but fortunately the gap which frames are drawn at a distance of not more obvious that they are drawn in the order .
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