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The Evolution of 3D Gaming: From Doom to Quake
This chapter explores the technical innovations and challenges in graphics programming for video games, focusing on BSP trees and the evolution from Doom to Quake. It discusses Doom's groundbreaking modifiability and its classification debate as a 2.5D game, while highlighting Quake's ambitious true 3D rendering and multiplayer capabilities. The speaker reflects on the lessons learned during development, the impact of these games on gaming culture, and potential alternative strategies that could have reshaped user experiences.