Rendering the Illusion
Por Davis, John B.
Publicado por epubli
English
2026
ISBN 9783565305759
eBook
Buy at Bookshop Uruguay
🇺🇾
Disponible en 5 librerías
Sobre este libro
In the early 1990s, home computers lacked the processing power to render true, three-dimensional worlds. Yet, games like Wolfenstein 3D and Doom managed to create incredibly fast, immersive 3D environments that ran flawlessly on basic hardware. The secret was not a hardware revolution, but a brilliant mathematical optical illusion programmed by John Carmack: Raycasting.
This technical history book breaks down the elegant algorithms behind the Doom engine. It explains how raycasting works by projecting invisible lines from the player's viewpoint across a 2D grid, calculating distances, and drawing vertical slices of textures to fake depth and perspective. The narrative celebrates the era of extreme software optimization, where developers had to use profound mathematical shortcuts to bypass hardware limitations.
Step into the brilliant code that defined a generation of gaming. Discover how a single mathematical trick tricked our brains into seeing 3D, birthed the first-person shooter genre, and laid the algorithmic foundation for the entire modern video game industry.
Categorías
- Idioma
- English
Compartir
También te puede interesar
Algoritmos e lógica de programação
Pozzer, Cesar Tadeu, Assunção, Joaquim Vinicius Carvalho, Nunes, Raul Ceretta
Phantom Input
Evans, Harrison C.
Python Crashkurs
Matthes, Eric
Linguagens de script para web
Maia, Rômulo Francisco de Souza
Architektonische Himmelsboxen: Zweidimensionale Kulissen und die Illusion von unendlichen Dimensionen
Möller, Fabian
Aprendendo Docker
Silva, Wellington Figueira da