u/96fpsin r/programming • Recommends
On “Wolfenstein's original rendering engine as 450 line shader with no external data”
#wolfenstein3d#raycasting#x86assembly
22K subscribers • 1 video on Hallway
Intermediate. Assumes working knowledge.
292K views8 years ago4 recommendations
Graphics and audioHistory and cultureRenderingRetro computingPerformance and optimization
Matt Godbolt analyzes the source code and engineering tricks behind the 2D raycasting map renderer of Wolfenstein 3D.
Wolfenstein 3D was a triumph of early 90s engineering. It was an action packed 3d first person shooter - arguably the first - and it ran well on a 12 MHz 286 PC. How on earth was such a feat pulled off? Find out by watching this in-depth analysis of how the map renderer worked. Apologies for the small size of the graphics: this was an early video of mine and my later presentations look better! The Wolfenstein 3D source is available at: github.com/id-Software/wolf3d Source for this presentation: : github.com/mattgodbolt/wolf-doom-quakeWhat people say. Recommended as an excellent technical explanation of the Wolfenstein 3D raycasting engine and retro graphics programming.
u/96fpsin r/programming • Recommends
On “Wolfenstein's original rendering engine as 450 line shader with no external data”
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