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Hurt Me Plenty - Remembering Doom

Thanks to TotalGames.net for reprinting a GamesTM article remembering the genius of id Software's seminal PC FPS, Doom. The article starts with the question: "How many of the lodestones of modern gaming do we owe to Doom?", and continues by arguing: "Without Doom conceiving the multiplayer deathmatch, it could be radically touted that the PC today would be an abandoned platform insofar as gaming is concerned." The piece finishes with comments on Doom 3: "While tradition alone will endear Doom 3 to many, the long-anticipated game may yet fail to make the evolving grade it was fundamental in establishing. Let it be said that the gaming world is nothing if not perverse."

7 of 75 comments (clear)

  1. Re:Hyperbole to the Nth Degree by bckrispi · · Score: 5, Informative
    Duke 3d added shooting on the Y plane and not just X and Z

    Actually, IIRC, it was Star Wars: Dark Forces that first introduced the three dimensional aiming. I remember an ad that ran in some gaming magazines when it was released. It was a simple screenshot showing your crosshairs aiming at a stormtrooper's head. The tag line went something like: We've added a new dimension to gaming.

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    Xenon, where's my money? -Borno
  2. people still play doom online to boot by cyrax777 · · Score: 2, Informative

    via Zdaemon its a blast even after all these years Doom is still the king of FPS even after all these years.

  3. The real innovator by Foo2rama · · Score: 2, Informative

    Since few of you are/where Mac gamers. In 1984 Bungie released Marathon. This very very early precusor to Halo, introduced so many things to the FPS genre. Many features on this mac game took years to come out on the PC. 8 person network play. Dynamic lighting. True 3d aiming unlike Quake, (not first implemented in Dark Forces as previously mentioned.) Decent AI in monsters. Fully mod-able from textures, models, maps, sound, storyline, and physics, either by resource haxs or Bungie supplied editors. These games are still being moded and even have been ported to linux/unix with upgraded graphics. 8 player networked games had many modes, from kill the man with the ball, king of the hill, tag, Free-for all, and team versions of all of the above. Any fps player that ever played 1 of the 3 Marathon games will tell you how amazing the storyline and map design was. Marathon featured a very in-depth story that IMHO has not been bettered, with maps that had puzzels or different variables to break up the kill rinse repeat cycle found in so many other early FPS's. Where was Doom compared to all of this?
    Bungie gets little respect in its role as a pioneer in FPS's as Pathways into Darkness was released at almost the same time as Wolf 3d.

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    ---In a time of Chimpanzees I was a Monkey.
  4. Re:The real innovator corrections by Foo2rama · · Score: 2, Informative

    Ok that should read 1994... not 84 I am a tard. and the true 3d aiming should not read Quake... Mental note no more slashdoting after 2am.

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    ---In a time of Chimpanzees I was a Monkey.
  5. Re:Not quite true by wolf31o2 · · Score: 2, Informative

    Actually, Doom3 has been *engineered* to run on a PC, then ported to Xbox. Also, Doom3 has one MAJOR advantage (at least for the Slashdot crown) and that is that, unlike Far Cry, it will run on Linux.

  6. Error in article about the rendering in Doom by fredrikj · · Score: 4, Informative
    From the article:
    Part of the sheer speed of the game engine was due to a coding concept of Carmack's called raycasting - a technique in which the PC draws only the graphics seen on screen, rather than the whole world, leading to much-improved performance. A truly revolutionary idea.

    Unless they're referring to Wolfenstein 3D, which uses raycasting, this is wrong. Doom doesn't use raycasting, it renders by recursively walking a precalculated binary space partition tree

    Simplified (I won't provide a detailed explanation because I don't know it), the BSP tree is, as the name implies, a binary tree that partitions space. The level is partitioned recursively so that the root of the tree is the entire map, each node divides the parent node in two parts, and the leafs are convex subsectors which don't need to be divided further.

    Determining what to render is then done by walking the tree recursively, starting from the root. The clever thing here is the occlusion: if the bounding box of a node is outside the field of view, it can be ditched, along with all of its children.

    A node can also be ignored, along with its children, if its bounding box is fully occluded by nodes that have already been drawn. Since the child node closest to the camera is drawn first at each branch, close objects are generally drawn before far-away ones, efficiently allowing things out-of-sight to be occluded.

    BSP rendering is not only fast but also elegant in its simple algorithmic setup. It has the disadvantage, however, that the tree has to be precalculated. This means walls can't move during the game, as the BSP tree would have to be recalculated continuously. Doom's BSP is two-dimensional, though, so it is still possible for floors and ceilings to move up and down.

    Wolfenstein is able to do raycasting efficiently because all walls are aligned to a perpendicular grid; the same technique wouldn't work as well with the arbitrary geometry Doom allows, at least it wasn't possible with 1993's hardware.

    And for the record, neither raycasting nor BSP were Carmack's revolutionary ideas, though he might have been the first to use BSP in a game - I'm not sure.
  7. X, Y and Z by Torgo's+Pizza · · Score: 2, Informative

    I've seen so many posts get this wrong that I had to step in. The first 3D engine that used all three planes in game play was Ultima Underworld in 1992.