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John Carmack, Doom, and the Engineering of Real-Time 3D Worlds
Doom combined constrained world geometry, BSP preprocessing, specialized software rasterization and moddable data files to deliver fast first-person 3D on 1993 PCs.
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Doom combined constrained world geometry, BSP preprocessing, specialized software rasterization and moddable data files to deliver fast first-person 3D on 1993 PCs.
QuakeC separated much of Quake's game behavior from its native engine, letting modders compile new rules, weapons and game modes into bytecode without engine source access.