Creating a Wolfenstein-style engine is a great programming project if you're learning a new language or graphics library.
You can smash out a flat shaded version in an afternoon, or go crazy adding all kinds of features and take it as far as you want to go.
https://youtu.be/gYRrGTC7GtA?si=o6-l7XAPpw3z_36t
Love 3DSage’s videos! Wish he’d do a part 3 on his doom-ish engine, though.
Ceiling and floor casting is tricky, and pretty expensive at times. Getting vertical panning to work too is tricky but well worth it.
Two observations:
> Being able to view a map, like this one pulled from the game’s files, would be really helpful while playing the game
The Mac version definitely had a map
And it looked a lot better.
https://youtu.be/2Helqh-R94w
Funny enough, my favorite version has been the SNES version. Despite all the limitations, it's got built-in controller support and also has a map! Maybe I'll try to gran the mac-for-pc version.
That caused me to go down a rabbit hole. The //GS version was released 3 years after the computer was discontinued and you basically had to have a sound card.
I remember it running OK on my LCII with a 68030/40Mhz accelerator and later on a PowerMac 6100/60.
The newer games are so good eg. New Colossus
I don't understand the intent behind this article. Old game feels dated compared to newer games in the genre it created, news at 11. And calling the design anachronistic would make sense in a new game adopting it, not in the game where it was cutting edge at the time. It all feels rather calorie-free.