Mail Archives: djgpp/1997/03/06/21:10:49
On Thu, 06 Mar 1997 09:52:58 -0800, Tudor <tudor AT cam DOT org> wrote:
>Games like DOOM or DUKE3D don't use polygons and textures.They use
>raytracer engines. If you are talking about Quake, it 'cheats' in the
>way it maps textures.It combines affine with perspective correct or
>somthin like that.Like it's doing a correction only every 16 pixels. The
>result is a faster texture mapper but still 'perspective correct' for
>the human eye & mind.
hold up a sec.... umm.. this was my take on those engines...
first of all. raycasting (not raytracing) is a simplified form of
polygon translation. raytracing is a form of actual polygon rendering
which is done by appz like 3ds MAX and TrueSpace.. Wolf 3D was infact
a polygon based game. it used one-sized polygons, but polygons. Doom
used a more complex but still lacking polygon engine. Duke3d is not
hacked version of Doom. in fact. Duke3d's engine is based on a
completely different form of polygon rendering. sector-based, i
believe. sectors allowed for angled floors and ceilings (but not
walls). Quake is infact a polygon engine based on a polyhedra
primitive. Unreal will use the exact same TYPE of engine but based on
a more complex primitive. thats just my take on it though. i'm no 3d
guru ;) lates folks.
mint
enigma AT erols DOT com
g'night folks. g'night
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