HandmadeCon 2016 - History of Software Texture Mapping in Games
What it is
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.
Why Hacker News recommends it
HN recommends it for first-hand accounts of how early 3D games like Doom worked within tight hardware limits.
- 2 people recommended it
- 2 different months
- 0 strong recommendations
- first 2021, last 2022
What HN commenters said
“Some interesting related stuff in this talk”
Veterans discuss software texture mapping optimizations in 90s games.
cma, 2021-11 · Recommendation · in “Ask HN: How were video games from the 90s so efficient?”
“Wolfenstein and Doom are 100% correct because Carmack 'cheated' by deciding to never look down/up or draw slopes :-)”
Pioneers explain how Doom and Wolfenstein avoided heavy math.
rasz, 2021-12 · Recommendation · in “Building a PS1 style retro 3D renderer”
Excerpts from Hacker News comments, linked to the originals. Summaries and labels were written by a language model from those comments.
Topics: texture mapping, software rendering, doom, game history, graphics programming
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