Editing Tricks of the Game-Programming Gurus
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Though Doom is prominently mentioned as a point of reference throughout the book, several key deficiencies exist in its content which place it well behind what was then the state of the art represented by Doom: | Though Doom is prominently mentioned as a point of reference throughout the book, several key deficiencies exist in its content which place it well behind what was then the state of the art represented by Doom: | ||
* The book focuses exclusively on real mode 16-bit addressing with access to 640 KB of segmented RAM, whereas Doom ran in 32-bit {{wp|protected mode}} with linear access to 4 MB or more of memory. | * The book focuses exclusively on real mode 16-bit addressing with access to 640 KB of segmented RAM, whereas Doom ran in 32-bit {{wp|protected mode}} with linear access to 4 MB or more of memory. | ||
− | * Approaches suggested for lighting and | + | * Approaches suggested for lighting and light diminishing suggest per-pixel calculation of color values instead of something similar to Doom's pre-computed [[COLORMAP]]. |
* Hidden surface removal is limited to the {{wp|ray casting}} algorithm as used by ''Wolfenstein 3D''. [[Node|BSP trees]] are not suggested or detailed to any extent. | * Hidden surface removal is limited to the {{wp|ray casting}} algorithm as used by ''Wolfenstein 3D''. [[Node|BSP trees]] are not suggested or detailed to any extent. | ||
* Only VGA graphics {{wp|Mode 13h}} is detailed. {{wp|VGA}} tweaking approaches similar to those expounded by [[Michael Abrash]] and used extensively by [[John Carmack]] are neglected. This precludes any discussion of hardware page flipping or scrolling. Deficiencies in the implementation due to this factor are only given the suggested solution of extensively rewriting the C code as assembly, whereas Doom itself used very little assembly language. | * Only VGA graphics {{wp|Mode 13h}} is detailed. {{wp|VGA}} tweaking approaches similar to those expounded by [[Michael Abrash]] and used extensively by [[John Carmack]] are neglected. This precludes any discussion of hardware page flipping or scrolling. Deficiencies in the implementation due to this factor are only given the suggested solution of extensively rewriting the C code as assembly, whereas Doom itself used very little assembly language. |