To be fair though, Ed Catmull had come up with texture mapping in the 70s and it was in widespread use at the time (eg. REYES). Not to take away any of JC’s ingenuity. History of games&real-time graphics is full of reinvention. We did our modest share in Max Payne 1&2.
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The story of real time graphics is basically a history of gradually recreating the accomplishments of the 70s and 80s on the shoestring budget that is a single frame of a consumer device.
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bitmap holography is a much less descriptive term but waaaaay more fun
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I remember him talking about it during keen 4 and ramping up to Wolfenstein. I was like “cool story, what the hell are you talking about?” :)
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As fascinating a resource as the Wolf3d/Doom source is, they’re sort of a fait accompli, lacking failed experiments. Part of the fun is id always has their own names for things, e.g., “clipping” (player collision) “brushes” (polytopes.)
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agreed. Tim, when will you release Unreal 95 source?
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Texture mapping predates Wolfenstein by almost two decades. Do you mean Carmack was the first to do it in real time? (And was he?)
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The column based texture mapping in wolf was highly specialised. Bit of a hack really, but a good one.
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I'd like to know sometime how 3d graphics accelerators came to be from the pov of the top game developers during that time.
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