Wolfenstein 3D engine
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The Wolfenstein 3D engine is the engine that powers Wolfenstein 3D. The biggest part of the engine is programmed by John Carmack. It is written in C and x86 assembly language, and is almost a real complete engine. It features graphics (raycasting), sound (WAV and IMF), player physics and game control. Many enthusiasts are trying to improve the engine since the code was released.
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[edit] Games
Wolfenstein 3D was the first game that used this engine, and some other games followed:
- Blake Stone: Aliens of Gold
- Blake Stone: Planet Strike
- Operation Body Count
- Corridor 7
- Super 3D Noah's Ark (licensed)
- Rise of the Triad (heavy engine modifications; many limits removed)
[edit] Info
The engine maintains a basic 1-dimensional depth buffer against which walls are drawn and objects are scaled.
- sprites used for objects
- looking and/or move up and down is not supported
- textured walls
- incapable of differences in brightness
- incapable of differences in geometrical height
[edit] Raycasting
Raycasting is the main technique used in the engine. Raycasting is similar to raytracing, but differs in a few points. With the raycasting technique, only the line of sight is calculated from the 'eye' of the player to the pixel in case. Raytracing uses another technique, which enables for instance shadowing, reflections and refractions. Since raycasting only uses one line of sight, shadowing or reflecting is impossible.
[edit] Links
- Engine source code and compiling instructions
- DieHard Wolfers Forum - Forum about Wolf3D and programming