Camerawork in the Doom Engine
4:59
2 жыл бұрын
States and DeHacking explained
6:42
2 жыл бұрын
1000
1:21
2 жыл бұрын
Doom engine - Limited but still 3D
6:57
Sunlust - Why is it Great?
10:44
3 жыл бұрын
Пікірлер
@inkmime
@inkmime 15 сағат бұрын
I like to imagine that Doom's 3D is how 2D creatures imagine a 3rd dimension. The world is still a flat plane of sorts and there still must always be a clearly defined "floor" or "ceiling". However things within it can be over or under somehing else if they're on the right "layer" within the bounds between those floors and ceilings.
@pvanukoff
@pvanukoff 3 күн бұрын
Every segment has a floor and ceiling height. There's your 3rd dimension. Of course it's 3D.
@andrewdunbar828
@andrewdunbar828 5 күн бұрын
Funny how common it is for people to claim Doom is "fake 3d", "not real 3d", "simulated 3d", "2.5d", etc. Which is bollocks. Yet nobody ever mentions that the texture mapping is fake. Flat pictures don't have texture. They don't know what "fake" means or what what is fake or what dimensions are.
@borogk
@borogk 5 күн бұрын
I often saw the term “3D graphics” being associated with industry-standard technology. Try making your own 3d game from scratch without using OpenGL/Vulcan and see if anyone says it’s fake or pseudo 3d. I can understand this line of thinking but it is shortsighted.
@andrewdunbar828
@andrewdunbar828 5 күн бұрын
@@borogk It's just like the title of your video: It's limited but it's still 3D. The limitations are real, but the number of dimensions (or half dimensions) are not among the limitations. I used to do my own 3D graphics on 8-bit and 16-bit systems before any of the industry standard stuff came out. Fake/pseudo 3D back then meant it didn't do perspective. The ignorant inaccurate terms started to appear after isometric 3D games started to appear.
@eleven2435
@eleven2435 7 күн бұрын
Wish You the best with the new life!
@MissHercuLiz
@MissHercuLiz 7 күн бұрын
A masterpiece of a video. I love this description of Sunlust, and how you bring out the details. Although I have been a fan of DOOM games since about 1996 (I even had the SNES version), I am new to playing the Sunlust. I first found out about it during lockdown, but only began my journey into it recently. It is punishing for sure, but beautiful indeed. Not sure if I'll make it to God Machine, but that'll be an achievement for me if I do.
@jmluna86jl
@jmluna86jl 8 күн бұрын
does the mod run in standard powershell or ISE?
@borogk
@borogk 8 күн бұрын
It is designed for standard Powershell, the whole point behind choosing it was that it should come preinstalled on modern Windows. ISE should also work, though I didn’t try it and it is frankly an overkill. Alternatively, you can use bash scripts.
@jmluna86jl
@jmluna86jl 8 күн бұрын
@@borogk Cool Thank you. Im still trying to figure out the install lol i'm not super savvy with powershell or cmd. Another ? in the cm-settings do i need to replace line 2 with my gzdoom.exe path?
@borogk
@borogk 8 күн бұрын
@jmluna86jl correct, the line should read $GzdoomPath = 'C:\games\gzdoom\gzdoom.exe'
@jmluna86jl
@jmluna86jl 8 күн бұрын
awesome thanks again!
@watercat1248
@watercat1248 9 күн бұрын
If you see taknly the are not any PC or console games that it's real 3D all the screens are 2D the have X and Y in the order to show those images But the fact we able to show 3D stuff like cube's sphere's and other 3D model are impressive no matter for how those system's made. I mean what makes i doom less 3D that quake for example. Yes quake have better graphics and less limitesion i don't argue with that. But both game's give 3D geometry on some kind no matter the doom method is more limited. And yes im award that some screens have curve even those monitors displays 2D image no matter if the the monitor are not complete flat In the order to consider display screen or whatever the call 3D the need to display 3D objects like hologram Differently the are 2D that display with those pixel or whatever other method need this monitor in the order to work.
@sebastianaliandkulche
@sebastianaliandkulche 10 күн бұрын
Thanks for the video. And im tired to explain to people why Doom isnt 3d.
@Pootie_Tang
@Pootie_Tang 11 күн бұрын
Thank you, it was always blowing my mind when someone claimed "doom is not 3d". The on only thing that makes a game 3d is whether or not a player can explore a 3d environment playing the game. All technical limitations, "2.5d" etc. is just that - technical stuff and a colloquial terminology, that doesn't change the nature of a game.
@Saviliana
@Saviliana 13 күн бұрын
Doom is 3D, you just not rendering character as 3D object and have a limited camera setting, but none the less the level had XYZ axle and characters can move in all the axle then it is a 3D.
@rich1051414
@rich1051414 14 күн бұрын
There are tricks to have floors above floors, using platforms. Basically, reusing the floor from the room below. I remember seeing some custom maps that did this seamlessly.
@ChronoStrife
@ChronoStrife 15 күн бұрын
I can move along X-axis, 1D. I can move along Y-axis, 2D. I can move along Z-axis, 3D. I can do all of this this in Doom, so I'm playing a 3D game. Always thought the "not 3D" statements were a bit silly.
@Neuvost
@Neuvost 15 күн бұрын
when I was growing up in the 90s, I thought Doom was called 2.5D because of the prominence of sprites ...
@crowbargaming9118
@crowbargaming9118 17 күн бұрын
I was gonna wait till I beat go2it before I did anything harder but you convinced me to torture my self wish me luck.
@borogk
@borogk 13 күн бұрын
Good luck, you’re going to need it
@notcringeenough5158
@notcringeenough5158 18 күн бұрын
What’s the maps shown at 1:03 and 1:25?
@thrillhouse_vanhouten
@thrillhouse_vanhouten 20 күн бұрын
Excellent visualizations
@philslaya
@philslaya 20 күн бұрын
No room above room.... the house says otjerwise
@MachFiveFalcon
@MachFiveFalcon 21 күн бұрын
I always wondered how the Doom code was so well-optimized and if it was truly 3D - thanks for answering both questions so concisely! I've also noticed how much respect many people from Eastern Europe have for early PC games, and it always makes me smile. Thank you!
@TonyStarkCLC
@TonyStarkCLC 22 күн бұрын
Doom is mathematically 2D, but visually 3D. Much like our reality. A hologram.
@adre2194
@adre2194 23 күн бұрын
The use if the bunny song was ingenious lmao
@humanharddrive1
@humanharddrive1 26 күн бұрын
i love historical retrospectives like this. what is the wad at 5:22 though?
@borogk
@borogk 24 күн бұрын
The wad is unofficially known as “Okuplok” (which is the author’s name, they didn’t give a proper map title). It’s huge and brutally difficult.
@humanharddrive1
@humanharddrive1 24 күн бұрын
@@borogk i didn't ask how difficult it was
@borogk
@borogk 24 күн бұрын
I did give you the name first, didn’t I
@humanharddrive1
@humanharddrive1 24 күн бұрын
@@borogk okay?
@RavenheartIndustries
@RavenheartIndustries 26 күн бұрын
If Sunlust proves anything it's that John Carmack was right when he said "Story in Video games is like Story in porn. You expect it to be there, but you aren't there for it"
@lw8213
@lw8213 27 күн бұрын
how big maps can you make of this? Is it possible to make a world big as skyrim?
@borogk
@borogk 27 күн бұрын
Not even close to Skyrim scale. Doom map can't be larger than ~64k units across, which is approximately 1500 meters. In practice it's even less, because the precision errors would kick in before you reach the limit. It's not recommended to build anything larger than 32k units (750 meters).
@escaperoutebritish
@escaperoutebritish 29 күн бұрын
That’s because Doom isn’t 3D.
@doomlava222
@doomlava222 Ай бұрын
I love the level design in SUNLUST, but the slaughter map volume of enemies ruins it for me.
@Pablo009ize
@Pablo009ize Ай бұрын
Great content
@Demonskunk
@Demonskunk Ай бұрын
Your use of music during the vertical look demonstration is impeccable.
@niemand7811
@niemand7811 Ай бұрын
Even though the enemies and objects are sprite based, the game itself in its entirety is 3D. There is no such thing like 2.5D. People must stop being so gullible. A game is either 2D or 3D in nature, respectively how it plays. I know games like Pandemonium on Playstation and how game journalists started to throw the 2.5D nonsense around like cheap candy. Yet most people never got behind this useless confusion. Even Crash Bandicoot, the first Crash Bandicoot on Playstation, is a 3D game.
@reasonable78
@reasonable78 28 күн бұрын
​​@@zachjones4551 doom doesn't raycast for rendering. It doesn't need to. It uses the bsp tree to determine what is in the players view, which is faster and also can render more complex geometry then what Wolfenstein 3D's raycaster technique can do.
@zachjones4551
@zachjones4551 28 күн бұрын
@@reasonable78 so it does lol I’ll delete my comment
@QuakeGuy600
@QuakeGuy600 Ай бұрын
Well actually, Doom is a 3D Game, the sprites are 2D so john romero combined the 3D with 2D to make a 2.5D game and you may probably disagree about my response, but well, baldi's basics haves the same thing as doom, the 2.5D games are like 2D and 3D combined together, Because the maps are 3D but the sprites are 2D and the sprites are made by frames, same with the rotation
@vksasdgaming9472
@vksasdgaming9472 Ай бұрын
There is opposite with 3D-objects in 2D-backgrounds. Used in original Alone In The Dark and PS1-era Resident Evil and Final Fantasy.
@hawkbirdtree3660
@hawkbirdtree3660 Ай бұрын
🤣You just made me realize "Wait, can anything projected from a 2D screen/surface be considered true 3D?" Semantics: always fun at parties.
@doomed_world
@doomed_world Ай бұрын
Legendary vid
@denifnaf5874
@denifnaf5874 Ай бұрын
Doom is 2.5 D
@zachjones4551
@zachjones4551 Ай бұрын
It doesn’t exactly matter how many “D’s” doom has, people (at least I) call doom 2d because of the rendering engine. Dwarf fortress has 3 axes to account for height, but its still 2d.
@niemand7811
@niemand7811 Ай бұрын
But a game is not about the engine. Because if that was the case then Shovel Knight would be a 3D game. Gosh. People need to redo their homework here.
@zachjones4551
@zachjones4551 Ай бұрын
@@niemand7811 Id be inclined to agree with you, but given that shovel knight just uses the “3D” for parallax and could totally work without, it makes me less eager to agree with you whereas dooms raycasting 2d engine is the basis for the whole thing and the sole reason it can run on almost anything. Also, I’m not knocking doom for being 2d, it’s downright the coolest thing about it! The way the engine works is fascinating.
@user-ri7yc6lw2w
@user-ri7yc6lw2w 2 ай бұрын
Insane editing man! Got me really hooked on the video. Can tell you put insane time to it 💪🏻
@rederickfroders1978
@rederickfroders1978 2 ай бұрын
This game still isnt dead hahah
@akeem2983
@akeem2983 2 ай бұрын
This channel was a great eye-opener for me. I enjoyed classic Doom since I was a teenager, but only played Steam version of original Doom via its internal Dosbox. And maybe because of framerate and hard configuration it wasn't a very pleasant experience for me. But because of your video "Doom engine - Limited but still 3D" I discovered Doom source ports and completed first three episodes of first Doom for the first time in CrispyDoom, which sure made the "learning curve" much more bearable for me. Now I'm playing Sunlust for the first time and feel like I discover a whole new world again - the world of Doom mods. For me it weirdly feels like playing Celeste - the mod is really hard, but its design and gameplay are so good - I always want to continue playing
@borogk
@borogk 2 ай бұрын
I'm glad the videos were able to help you in such a way! Good luck on your Doom journey. I played a lot more Doom stuff since making this Sunlust video and some WADs are definitely even more impressive, but Sunlust will hold a special place in my heart as the one that sparked my interest.
@lecoindugamer7644
@lecoindugamer7644 2 ай бұрын
3:59 i get it hahaha the level is blood GEOMETRY when youre talking about combat GEOMETRY lmao
@somesassybrat305
@somesassybrat305 3 ай бұрын
maybe a little detail forgotten in this video, but Sunlust also has a great co-op value. Played it with a friend and it was great fun- changes the gameplay a lot as well, since ammo/health/powerups respawn over time, and you have infinite lives to restart, as opposed to 1 or opting to save. Levels are also built in a way to support co-op, so normally you should never get stuck if you die in an encounter.
@nicolamarchesan4597
@nicolamarchesan4597 3 ай бұрын
Video is great! Can somebody tell me what are the levels showed? Some of the are really great!
@linuxstreamer8910
@linuxstreamer8910 3 ай бұрын
so doom rooms are 3d everything else is 2d & enemies can move in 3d
@Grymyrk
@Grymyrk 3 ай бұрын
So there is no Z axis in the game data, just floor and ceiling as the video states. The Z axis only exists in the rendered projection. So you could argue that Doom is 4D as technically the game data stores X, Y, floor and ceiling.
@xXPSi77Xx
@xXPSi77Xx 2 ай бұрын
How can you go above or below projectiles then?
@SnipE_mS
@SnipE_mS 3 ай бұрын
Never forget this game came out in 93. The engine was insane for what it was at that time.
@Lycanite
@Lycanite 3 ай бұрын
Bungalow homes only have 1 floor, but are still 3D :D
@delatroy
@delatroy 4 ай бұрын
Cuteness 1:56 🥰🥰
@Ericss2009
@Ericss2009 4 ай бұрын
"Auto aim is simply an aid, otherwise the player would be defenseless against flying enemies" Then why didn't they just let the player aim his gun with the mouse? Ultima Underworld does that with bows and it predates Doom.
@borogk
@borogk 4 ай бұрын
It's elaborated in the "Fixed camera angle" section that starts at 03:52. In short, vertical aim looks bad with the rendering method they used. The picture becomes distorted the more you deviate from looking straight ahead. I demonstrated that on one of the modern ports, but a more authentic example would be Heretic - a game that runs on modified Doom engine. It allows vertical aim, but doesn't upgrade the rendering method. As a compromise, it only allows you to look a little bit up and not all the way. Still looks a little bad, but the devs decided they're fine with trading clear visuals for a little more player freedom. Original Doom devs decided differently, simple as that.
@Ericss2009
@Ericss2009 4 ай бұрын
@@borogk I meant just aiming, not mouselook like in later games. Like, the camera stays still, but the player can still aim by moving a crosshair across the screen with the mouse ala Ultima Underworld.
@borogk
@borogk 4 ай бұрын
Ah, I see what you mean. Well, there is no telling why. With modern hindsight I think we can all agree moving the crosshair independent of camera would be clunky for a fast-paced shooter where you move and shoot at the same time. That would be a good reason not to do it, but whether the devs thought the same - I don't know. What's clear is they *decided* not to implement any crosshair at all, even though they had it in earlier Hovertank 3D. They must've specifically dropped it in Wolfenstein and Doom because they didn't like it. There isn't even a simple crosshair in the middle of the screen, let alone a more advanced one that would auto-snap to targets or let the player freely control it.
@scriptles
@scriptles 4 ай бұрын
Your opinion seems to differ from both the Johns. Carmack and Romero, the ones who designed Doom.... already have said it's not real 3d. Mentioned some of the things you have stated and some you left out. In 3d, you apply vertices and indices and textures in a 3 demensional space. Doom doesn't do that in 3 dimensional space it rather uses 2d sectors and then tries to give an illusion it's 3d. By the same logic you and many others use there is no such thing as 2d games as you always have objects drawn over a background that may be a single color or an image. Hell in Zelda Link to the Past you have a boomerang that goes "over" some objects.. the ones that hit switches to raise/lower the floor blocks. Would you then say well it's still 3d? No, you wouldnt. Doom is just the greatest illusion of 3D that was ever created using 2d. And even the Johns agree with that. Fun fact, when they in fact did go to true 3d they had problems.. this was during quake and they actually discovered hardware errors in processors with Intel. Check it out it's a good subject to research. So I gotta agree with the John's on this one.. Doom isn't real 3d.
@borogk
@borogk 4 ай бұрын
„Illusion“ term is not really correct to use here. It implies the game visually appears three-dimensional while the gameplay is limited to a 2D plane. I do remember Carmack saying that, but I believe he made a mistake about a game he has moved on from long ago. In-game objects have 3 coordinates which are being tracked at all times. Doom mapping format (sectors with height) is primitive, but achieves nearly the same results as a more advanced one. The level architecture you create by defining sectors would still respect vertical positions of the players, mobs and projectiles. Windows, platforms, stuff hanging from ceilings - all that makes a 3D space for objects with 3 coordinates to inhabit. Sorry, but saying Doom doesn’t have a 3D space is incorrect. True, this space has flat horizontal and vertical faces with no slopes, but so does a cave in Minecraft. Not having floors in the middle is unfortunate but doesn’t subtract a full dimension all of the sudden. I also heard the Zelda example before (an old game theorists video used it), it’s not a fair comparison since Z in doom doesn’t work as a binary „above-below“ or a limited set of „layers“ that objects snap to. Z is a number allowing the same precision as X and Y do. I believe Doom gameplay respects 3 coordinates enough to at least deserve 3D elements not being brushed off as „illusions“. „Not a full 3D“ is a much more fair thing to say, we can’t ignore other games like Quake, that did 3D so much better. Compared to Quake many things are missing in Doom - hence its 3D capabilities are “not full”. Some even say it’s “2.5D”, which I also don’t have issues with. At this point these are merely different words to describe the same thing. I say “limited”, you say “not full”, tomayto, tomahto.
@scriptles
@scriptles 4 ай бұрын
@@borogk Other examples would be E1M2 where you take the elevator to the room before the exit. If a monster is standing below they still block you. It's like infinite height. This is not common in 3d games. Yes there is a height for things. Which is why monsters cannot enter certain areas. But the only thing really "3d" is projectiles.. that could more-or-less pass for full 3d in a 3d environment. Also the entire way hitscan works is 2d. Projectiles are a different story. While I dislike thinking of it as 2.5d I think that may be a 'better' description for it. I think personally the real big difference is in real 3d you can have rooms over rooms. Or bridges. Where-as in doom you cannot. If you could do that in doom I would be 100% okay with calling it 3d. They could have done it but it would have ate thru the ram. You would have needed a 2nd map above your map.. for rooms above. But you would have been limited to how many times you could do that trick. However they didn't do that for some reason. Oh and that "zelda" example theres actually 2 of them. One being the bridges you walk over and under. And the second being the projectile thrown. aka boomerang. And it's used to hit switches. When comparing a fired projectile in 1 game, it's a pretty fair comparison to compare directly to firing a projectile in another game. It just has different definitions for what blocks it and what does not. Sorta like how projectiles in doom which are arguably the only 3d part of the game. It really is an illusion. It's a very good one at that. They did it so well they got people to actually believe it was 3d without making a 3d game. Thats what is so impressive. Since doomguy cannot look up, or down. Only left and right and move back and forth and side to side you technically can play the whole game in top down mode. When you use the map you essentially see it that way. And you can play the game 100% that way if you wanted and were good enough. Thats because you do not have a 3d environment to worry about more then 2 axis's. Aside for projectiles or floors and ceilings that crush.
@borogk
@borogk 4 ай бұрын
Same terms have different meanings for us, so no point arguing about the "illusion" thing. I'll point out inaccuracy about hitscan being "entirely 2D". A common mistake is to look at the way your starting pistol doesn't seem to care if the enemy stands above - the bullet just connects instantly. Hitscan mechanic is a bit more nuanced. Each hitscan shot has an origin point, a horizontal angle and a vertical angle. A line is then traced from the origin and the closest obstacle is determined - a piece of level geometry or an enemy. That line travels in a 3D space, its direction is defined by 2 angles after all, same as in spherical coordinate system. When you press "fire", the auto-aim feature first determines a base line, then one or more bullets are generated, each with a random angle modifier relative to aim. This random spread is most visible for shotguns or when you continue holding fire with pistol/chaingun. Connection between the auto-aim target and the hit outcome is not direct - a line is simulated fully and honestly even when the random spread is 0. The first pistol shot is programmed to always have 0 spread and should always connect, that's what creates this confusion largely. If you keep holding pistol fire - next shots lose accuracy, but are fully simulated nonetheless. Even better is to try the shotgun - its bullets are always randomly spread. The game doesn't cheat by skipping the full simulation, drawing a ricochet puff near the target and calling it a day. The spread angle can make it so it hits another enemy or flies out of a window and hits some elevator way far back. Sorry, I know it's a lot, but this explains hitscan as fully as I can in a YT comment. One of those things I should've elaborated in a video, perhaps. And it serves as just one example of a mechanic, that may seem primitive at first or rely on cheap tricks. Realising that things are not as simple - was my experience exactly once I started digging into the engine source code and experimenting while playing. Evidently, I can talk about it for ages :)
@scriptles
@scriptles 4 ай бұрын
@@borogk You do realize that the source code for how everything works and I have been programming in c/c++ for over 20 years... right? Nothing you explained is "complex" even a little. Perhaps it is you that needs to brush up on understanding. Anyways happy new year and keep learning eventually you will get somewhere.
@borogk
@borogk 4 ай бұрын
Nobody's doubting your programming skills. I pointed out that hitscan is not entirely 2D, like you mentioned, and gave an explanation. Of course by itself it's not complex, that's not the point. The point is it's more complex than "entirely 2D".
@Soundwave04
@Soundwave04 4 ай бұрын
I actually decided to jump into Sunlust, though playing it on the lowest difficulty to level and to my surprise, I'm liking it a lot! As you say, lower difficulties are accouted for, quite a few moments I can tell where heavy hitters have been replaced by lower tier monsters. The encounters, though still hard, give you a lot more breathing room and recovering time if you make mistakes. So I am glad I jumped in! I think some put offs where worrying about how much lower difficlty would be accouted for (E.G 8 Cyberdemons are now 7 Cyberdemons and 1 Imp) and the whole "UV is the only/correct way to play Doom, anything else is wrong" mindset you see. :s Nether the less, I am a Sunlust believer now!
@VJK102
@VJK102 4 ай бұрын
I think the main reason why they say why its not 3D IS the strip based eendering method
@StuffyJunk
@StuffyJunk 4 ай бұрын
A feature I would love to see in the cameraman mod is being able to control the speed of the camera as it moves along the path. For example, I would like to make a shot where the camera slowly decreases in speed until it reaches the second point, so that it doesn't look as jarring.
@Allstin
@Allstin 5 ай бұрын
Quick question, how can I run this with a wad? Specifically, Scythe.wad, its in my GZDoom directory I've never used powershell, so i just right click the editor and click "run with powershell" I usually launch with ZDL
@borogk
@borogk 5 ай бұрын
Powershell script is meant to be used by typing in a command line, for example: ./editor.ps1 -iwad doom2 -file Scythe.wad It’s similar to how you would run gzdoom from command line. If you’re not familiar with command line, you can grab CameramanEditor.pk3 from the installation package and run it normally like any other pk3 mod, it would work, but you won’t be able to save and load camera profiles.
@Allstin
@Allstin 5 ай бұрын
Thank you! sounds good. One more question - How do i erase all the camera lines in a map and start fresh?@@borogk Edit: hmm, just loaded Scythe again, and the old lines were gone!
@borogk
@borogk 5 ай бұрын
Only one camera path can be placed at a time, so simply draw another one and the old one would be erased. If the green path markers are in the way of recording somehow, you can draw a small path somewhere to the side where you can’t see it, or temporarily reload GZDoom without cameraman mod.