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Wolfenstein 3D


 

:Wolfenstein redirects here. For the DOOM II level, see

Technical implementation

To render the walls in pseudo-3D, the game used ray casting, a special case of ray tracing. This technique sent out one ray for each column of pixels, checked if it intersected a wall, and drew textures on the screen accordingly, creating a one dimensional depth buffer against which to clip the scaled sprites that represented enemies, powerups, and props.

Related Topics:
3D - Ray casting - Ray tracing - Textures - Depth buffer - Sprite

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Before Wolfenstein 3D, the technology had already been used by id Software in 1991 to create Catacomb 3-D for Softdisk, albeit using only EGA 16-color graphics.

Related Topics:
Catacomb 3-D - Softdisk - EGA

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Other games using the Wolfenstein 3D game engine or developments of it were also produced, including, for example, Blake Stone, Corridor 7, Operation Body Count, Super Noah's Ark 3D, Rise of the Triad, Shadowcaster and Hellraiser.

Related Topics:
Game engine - Blake Stone - Corridor 7 - Operation Body Count - Super Noah's Ark 3D - Rise of the Triad - Shadowcaster

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~ Table of Content ~

Introduction
Overview
Storyline
Legal issues
Technical implementation
Legacy
See also
External links

 

 

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