Trying to explain junior high-school level math in a tutorial aimed at grown-ass adults is *hard*. I have newfound respect for math teachers. On the other hand, if they had done their jobs properly, I could say stuff like "solve for X" without losing 99% of my audience, so…
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Sort of. AFAICT they've been replaced by other hierarchical structures not straight brute force.
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True, though even that's not exclusive to games these days. Knowing how to move and process large amounts of data fast is a bigger part of the picture than the geometry
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Anyway, I think Nick has the right idea using wolf3d-level tech as a starting point, since it lets you focus on the geometry and graphics parts without getting too into data structures or data-oriented design
End of conversation
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It’s a strange world we live in
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