Orchid87 Posted August 31, 2018 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... 0 Share this post Link to post
Koko Ricky Posted August 31, 2018 (edited) Doesn't Ultima Underworld from 1992 also have slopes? EDIT: Someone ought to extract those Jurassic Park textures into a useable texture resource... 3 Share this post Link to post
Deleted_Account Posted August 31, 2018 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* 0 Share this post Link to post
Koko Ricky Posted August 31, 2018 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. 1 Share this post Link to post
⇛Marnetmar⇛ Posted August 31, 2018 I wonder if this was a modified version of the Shadowcaster engine, it looks very similar. 0 Share this post Link to post
CARRiON Posted August 31, 2018 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. 0 Share this post Link to post
Orchid87 Posted September 3, 2018 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. 0 Share this post Link to post
Koko Ricky Posted September 3, 2018 That's ridiculously ambitious. No wonder the environments were tiny and the frame rate sluggish. 0 Share this post Link to post
Gez Posted September 3, 2018 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. 0 Share this post Link to post
Koko Ricky Posted September 3, 2018 "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. 0 Share this post Link to post
Orchid87 Posted September 4, 2018 But how does the renderer for UU work? Can you even do a raycaster with true camera paning, i.e. no fake Y-shearing? 0 Share this post Link to post
Koko Ricky Posted September 4, 2018 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. 0 Share this post Link to post