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Tuesday, May 10, 2011

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The Significance Of Doom
6:00 AM | Cord Kruse | 5 comments

In a new GameAgent blog post Aspyr Media's Michael Sampson discussed the significance of Doom, id Software's classic first person shooter. The article includes discussion of the game's innovations, as well as an examination of its successor, Doom 3.

Differences in Doom compared to other FPS games offered at the time are probably most noticeable when compared to Wolfenstein 3D, its direct predecessor. In this comparison, it becomes very easy to note several advancements. Doom’s chief programmer, John Carmack, wanted Doom to run well on computers back in 1993, when hardware was fairly limiting. One of the largest advancements in Doom was the use of binary search partitioning (BSP). Without getting reasonably technical, BSP allowed the game engine to render only the sections of the game that were within the player’s viewpoint. This saved an immense amount of computation time that would have otherwise hampered the games performance significantly, and allowed Doom to use very realistic 3D graphics (for the time, which is hard to imagine by today’s standards, of course).
Head over to the page below to read more.

GameAgent: The Significance Of Doom
id Software
Aspyr Media
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