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Orchid87

Raycaster engine with slopes in 1993?

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Just randomly stumped upon this:

 

Never played the game before, only console Jurassic Park games. Slopes are at 4:08

 

Is this raycaster? Or it's real 3d like Ultima Underworld but with fixed straight camera which makes it look kinda like a raycaster...

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Posted (edited)

Doesn't Ultima Underworld from 1992 also have slopes?

 

EDIT: Someone ought to extract those Jurassic Park textures into a useable texture resource...

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33 minutes ago, GoatLord said:

Doesn't Ultima Underworld from 1992 also have slopes?

 

EDIT: Someone ought to extract those Jurassic Park textures into a useable texture resource...

Life finds a way.

 

*Jeff Goldblum laugh*

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1 hour ago, DooM_RO said:

Why didn't Doom have slopes?

I want to say it has to do with optimization and stability. The way the engine draws its geometry, it may have been too costly or glitchy to be worth it.

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I wonder if this was a modified version of the Shadowcaster engine, it looks very similar.

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3 hours ago, GoatLord said:

I want to say it has to do with optimization and stability. The way the engine draws its geometry, it may have been too costly or glitchy to be worth it.

 

I believe that was exactly the reason. It was also the same reason Carmack decided against blood and bullet hole decals on walls I believe.

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On 8/31/2018 at 6:39 PM, GoatLord said:

Doesn't Ultima Underworld from 1992 also have slopes?

UU isn't raycaster IIRC, but a true polygonal engine. Cool but slow on a 1992 hardware.

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That's ridiculously ambitious. No wonder the environments were tiny and the frame rate sluggish.

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I wouldn't be surprised if Underworld had a hybrid system with a simple renderer for floors and ceilings and a polygonal renderer for 3D geometry. The 3D objects in the game are visibly different from the world geometry, notably they are untextured IIRC.

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"Chasm: The Rift" had a tile-based engine that was littered with 3D structures to make the levels seem more lively. This might be an early example of that.

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But how does the renderer for UU work? Can you even do a raycaster with true camera paning, i.e. no fake Y-shearing?

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UU looks like it's rendering in full 3D, as there appears to be full use of Z, although Wikipedia talks of it being raycaster-like, i.e. floor and ceiling properties. It can handle angled walls but oddly only at 45 degree increments. 

 

I watched some clips highly suggestive of true 3D rendering, perhaps like running Doom in OpenGL despite the engine being fundamentally 2D-ish. There's some severe texture warping in some areas that looks like affine texture mapping. 

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