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Doom 2 free look
Doom 2 free look










doom 2 free look doom 2 free look

For example in the image above the apparent angle between the columns and roof don't change with this method, where-as with moving the camera upwards you would expect the angle between them to become more orthogonal the closer they come to the vertical-center of the camera's view. This is different from simply adjusting the height of the camera, as with this method the vanishing points remain at their original location - causing some distortion as you look up and down. In the image bellow, taken from the linked page, the green rectangle represent the regular un-inclinded view and the red rectangle represents the "inclined" view.įrom the image, you can see that it's effectively rendering a vertically wide FOV, and cropping it - though with column rendering that's a little more direct. Modern faithful sourceports, such as crispydoom, and some of the later-era doom-based games like Heretic, allowed looking up-and-down using y-shearing. One of the technical limitations I'm ignoring is on the inclination of the camera, which was locked to be parallel in doom due to the "column" drawing. I'm aware doom's a raycaster, and I want to capture a similar look but with modern graphics APIs, without implementing a raycasted column-renderer in them. Currently working on a doom-like engine with fewer technical limitations, and looking into rendering techniques.












Doom 2 free look