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txeptsyip

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  1. thank you for those links they are most helpful
  2. so from that it would appear not all collisions are resolved as 2D only select interactions (such as the wikis example of a player at a 640 block height being blocked (and even attacked(?) by a monster at 0) are resolved as such? (oh it even says that "Doom features a limited z-clipping that is only designed for projectiles and hitscan attacks") that sounds like the sort of thing you would see when you are trying to squeak out all the performance you can at what point in the game is the player expected to jump over a monster
  3. Its a two week group presentation project where we chose a game or series to compare different aspects thereof to other games and then do a presentation for my part in the presentation, I decided to look at the first doom and compare its limitations that we don't see today to other early well known first person shooters (the logical choices here being Wolfenstein and duke3D) turns out that was a much bigger rabbit hole than I anticipated, probably should have explained more about the project and what angle it comes from
  4. So full disclosure this is for a second-year undergraduate university project I am looking for clarification on why some of the limitations of doom existed (and also Wolfenstein 3D and build engine games but the focus is on doom) and if anyone can point me in the direction of potentially useful information that would be helpful My main issue is this: why does the original doom engine not support room over room? I have found talk about how source ports like ZDoom and RORDoom achieve room over room (Zdoom appears to use portals(?) or linking dummy sectors to "floor over floor" sectors(?) - not 100% sure on this. and RORDoom lets two sectors overlap each other but this approach is apparently "not in general use anymore") most limitations I have found appear to be mostly conscious choices in the name of optimization, for example the Z-Clipping issue appears to be the engine resolving collisions as Two dimensional due to the Z dimension not really existing much in the game to the extent that it can easily be ignored and with the added fact that 2D collision detection and resolution is overall much "cheaper" than 3D collision detection and resolution it is my guess that the 2D only collisions are in the name of optimization but why isn't there any room over room? the ways source ports achieve room over room mostly hurts my head and sound like hacky workarounds but I don't think the original developers sound like people who have been above using hacky workarounds so long as they work also, is this write up i found accurate? https://twobithistory.org/2019/11/06/doom-bsp.html
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