
91: Finding Poetry in Geometry with Mahdi Bahrami (Tandis)
Eggplant: The Secret Lives of Games
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Doom and Quake - A Thousand Years of Computer Graphics
The biggest design problem i had with the game was the rotation, because it's not very intuitive. Going from two d to three d introduces two more axies of rotation. There's only one rotation you can do in two d, i, but in three i threie. And the three d rotations are hard. Oi, of course. An unerring gut.
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