DOOM: изучил код и историю - помер от зависти

Russian AI environment Kodik: https://kodik.ru/doom Kodik Telegram channel: https://t.me/vibekodik ----- AvitoTech YouTube channel: https://clc.to/Fc36sQ AvitoTech Telegram channel: https://clc.to/vIZHGQ AvitoTech job openings: https://clc.to/NPchlg ----- Kill the Bill: https://t.me/kill_the_bill_bot ----- My Telegram channel with posts about DOOM: https://t.me/kosmostars7403 Boosty: https://boosty.to/icher ----- DOOM — the story of the game that in 1993 not only became a hit, but redefined the concept of computer games. In this video, we explore id Software, the two Johns—Carmack and Romero—and the journey from Softdisk and Commander Keen to Wolfenstein 3D and DOOM. We delve deeply into the engine: pseudo-3D, sprites, raycasting, the artist's algorithm, Binary Space Partition, precomputations, and the tricks that made DOOM run smoothly on computers of the early 90s. There will also be clay demons, a toy BFG, strange textures, Deathmatch, a shareware release, mods, Windows, DirectX, Bill Gates, and the moment when programmers became rock stars. A comprehensive analysis of DOOM 1993: the history of id Software, John Carmack, John Romero, the id Tech 1 engine, pseudo-3D, raycasting, BSPs, WAD files, Deathmatch, and the reason why DOOM still runs on anything. Timestamps: 0:00 Intro 2:15 Who made the game and sprites 5:07 Romero and Carmack 8:27 Artist's algorithm 12:02 Mario port 22:15 Raycasting 25:59 Map editor and WAD files 29:10 DOOM multiplayer 34:14 Binary Space Partition 43:10 Humor in the company's games 46:19 Wall rendering 50:39 The cultural significance of DOOM Advertising. ARCHITEK II LLC, INN 9718283930, Erid 2VtzqubRTHy Advertising. Avito Tech LLC, INN 9710089440, Erid 2VtzqxmFvEj Advertising. Individual Entrepreneur Gleb Andreevich Mikheev, Taxpayer Identification Number (INN) 772874745364, Erid 2VtzqwHHJrb #DOOM #idSoftware #gamedev

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