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Re:Non-Euclidean Doom: what happens to a game when pi is not... by SJC_Hacker on Friday May 17, 2024 @01:40PM (#40392381)
> also drove the 'room over room' technology which was groundbreaking at the time.

Descent did this in 1994.

Re:Non-Euclidean Doom: what happens to a game when pi is not... by ChrisClark on Friday May 17, 2024 @02:45PM (#40393022)
Descent was a polygonal game though, Duke3D was a raycasting engine. It was the first four a raycasting engine, and quite impressive.
Re:Non-Euclidean Doom: what happens to a game when pi is not... by mysterymath on Friday May 17, 2024 @06:23PM (#40394708)
Duke3D isn't a raycaster; it's a portal-based quad rasterizer. Wall quads are forced vertical, and floor quads are rasterized using a neat trick. The renderer computes successive lines of constant distance along slooped floor surfaces, then draws textures using affine scaling, which is correct along those lines. The portal walls clip the draw of successive sectors, which solves the hidden surface problem.

https://fabiensanglard.net/duke3d/build_engine_internals.php