Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  

Carmack Doom3 paper

Recommended Posts

It's really amazing if you've ever looked at the conventional way in which shadow volumes are done, which usually invovles a lot of convoluted testing for intersection with the view-frustum. His solutions is so wonderfully elegant. Glad the technical side of the new Doom game is in such capable hands!

Share this post

Link to post


I was shocked. I went from feeling pretty clever with my unbalanced
preloading algorithm (which I would only apply on surfaces that were likely
to intersect the view plane) to just feeling dumb that I had never seen the
trivial solution before.

Sounds like any coder I've met in my whole life, always finding stuff by mere luck ^_^

Share this post

Link to post
This topic is now closed to further replies.
Sign in to follow this