User talk:Technopeasant

Raycasting
Hello! I hope you don't mind my change in the article on raycasting. I replaced the reference to Catacomb 3D with a reference to Wolfenstein 3D, just like the text on the English wikipedia. That's because the rendering in Catacomb 3D is not based on raycasting, but on rasterizing polygons. There's a video about Wolfenstein 3D where John Carmack explains it as follows (around 4:00): ''The two previous 3D games Hovertank and Catacombs 3D were done in an object space rendering where it drew limited polygons. They were one-dimensional in terms that they were just line segments that were restricted on axises. We had something that resembled a polygon rasterizer and a polygon clipper and those were both done in four to six weeks a piece. I had really quite a bit of difficulty with it. Going back in time twenty years, there weren't all of the references in existence, books and tutorials on this subject. I was having a hard time getting some of that stuff to be as robust and reliable as it needed to be. You could get a few freak out cases in Catacombs 3D and one of my real goals was to simplify it enough that it would be really rock and solid.'' That's why for Wolfenstein 3D, Carmack switched from polygon rasterization to raycasting. I got that transcript from the Game engine black book: Wolfenstein 3D by Fabien Sanglard. That's an interesting book. :) --Arno (talk) 20:03, 5 January 2019 (UTC)