Kill the Bill: https://t.me/kill_the_bill_bot
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My Telegram channel with posts about DOOM: https://t.me/kosmostars7403
Boosty: https://boosty.to/icher
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DOOM — the story of a game that in 1993 didn't just become a hit, but redefined the concept of computer games.
In this video, we explore id Software, the two Johns—Carmack and Romero—and the journey from Softdisk and Commander Keen to Wolfenstein 3D and DOOM. We also delve into the engine: pseudo-3D, sprites, raycasting, the artist's algorithm, Binary Space Partition, precomputations, and the tricks that made DOOM run smoothly on computers of the early 90s.
There will also be clay demons, a toy BFG, weird textures, Deathmatch, a shareware release, mods, Windows, DirectX, Bill Gates, and the moment programmers became rock stars.
A comprehensive look at DOOM 1993: the story of id Software, John Carmack, John Romero, the id Tech 1 engine, pseudo-3D, raycasting, BSPs, WAD files, Deathmatch, and the reason why DOOM still runs on anything.
Timestamps:
0:00 Intro
2:15 Who made the game and sprites
5:07 Romero and Carmack
8:27 Artist's algorithm
12:02 Mario port
22:15 Raycasting
25:59 Map editor and WAD files
29:10 DOOM multiplayer
34:14 Binary Space Partition
43:10 Humor in the company's games
46:19 Wall rendering
50:39 The cultural significance of DOOM
Advertising. ARCHITEK II LLC, INN 9718283930, Erid 2VtzqubRTHy
Advertising. Avito Tech LLC, INN 9710089440, Erid 2VtzqxmFvEj
Advertising. Individual Entrepreneur Gleb Andreevich Mikheev, Taxpayer Identification Number (INN) 772874745364, Erid 2VtzqwHHJrb
#DOOM #idSoftware #gamedev
Kill the Bill: https://t.me/kill_the_bill_bot
-----
My Telegram channel with posts about DOOM: https://t.me/kosmostars7403
Boosty: https://boosty.to/icher
-----
DOOM — the story of a game that in 1993 didn't just become a hit, but redefined the concept of computer games.
In this video, we explore id Software, the two Johns—Carmack and Romero—and the journey from Softdisk and Commander Keen to Wolfenstein 3D and DOOM. We also delve into the engine: pseudo-3D, sprites, raycasting, the artist's algorithm, Binary Space Partition, precomputations, and the tricks that made DOOM run smoothly on computers of the early 90s.
There will also be clay demons, a toy BFG, weird textures, Deathmatch, a shareware release, mods, Windows, DirectX, Bill Gates, and the moment programmers became rock stars.
A comprehensive look at DOOM 1993: the story of id Software, John Carmack, John Romero, the id Tech 1 engine, pseudo-3D, raycasting, BSPs, WAD files, Deathmatch, and the reason why DOOM still runs on anything.
Timestamps:
0:00 Intro
2:15 Who made the game and sprites
5:07 Romero and Carmack
8:27 Artist's algorithm
12:02 Mario port
22:15 Raycasting
25:59 Map editor and WAD files
29:10 DOOM multiplayer
34:14 Binary Space Partition
43:10 Humor in the company's games
46:19 Wall rendering
50:39 The cultural significance of DOOM
Advertising. ARCHITEK II LLC, INN 9718283930, Erid 2VtzqubRTHy
Advertising. Avito Tech LLC, INN 9710089440, Erid 2VtzqxmFvEj
Advertising. Individual Entrepreneur Gleb Andreevich Mikheev, Taxpayer Identification Number (INN) 772874745364, Erid 2VtzqwHHJrb
#DOOM #idSoftware #gamedev