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Wolfenstein 3D (1992)
For those who have played the game since the 90s, few people can forget the game “shoot Nazi” or “Rambo”. Wolfenstein 3D was developed based on John Carmack’s Wolfenstein power supply, which makes use of ray casting to create graphical objects in the game.
It also helps to draw geometric shapes by using algorithms to give a three-dimensional feel. Actually, Wolfenstein 3D is not really “3D” as it is today, but it was still very impressive at the beginning of the era of computer boom.
John D. Carmacksinh August 20, 1970. He is a game developer and co-founder of Id Software. Carmack led the way in writing such popular titles as Common Keen, Wolfenstein 3D, Doom, Quake, Rage and others.
Carmack is best known for his contributions in innovating 3D graphics, such as the Carmack Reverse algorithm to create shading. He also likes missiles and spacecraft, so he founded and concurrently served as chief engineer of Armadillo Aerospace. In August 2013, Carmack became Chief Technology Officer for Oculus VR.
Based on the Doom engine – also developed by Carmack – this Doom game is extremely popular and has a lot of fans around the world. At the time of launch, the game represented a huge leap forward compared to the previous Wolfenstein engine.
As a result, Doom has more advanced 3D graphics features, every surface in the game is covered with patterns or colors, the lighting of each area is also different, the color is also more diverse. But the real innovation of Doom is that the game can run on hardware without having to be too strong because the developer has applied many tricks to reduce the level of resource consumption.
This is considered the most important game at the time 1996 in the field of computer graphics. Unlike Doom and Wolfenstein, Quake’s engine builds polygonal models based on sprites (2D images are often used to describe moving objects without affecting the surrounding environment).
Quake also started to apply true 3D game design with pre-set lighting, and users can also refine the game through the installation of mods. Quake was later upgraded to support OpenGL3D and by 1998 it supported hardware acceleration.