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AgentC

Old school 3D engines

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I'd be interested to read about the very old school (pre-Wolfenstein) 3D engines used in DOS-era simulation games such as LHX Attack Chopper, for example about the data / acceleration structures they used to represent the 3D worlds. Any resources you know of? A cursory Google search did not reveal much.

 

I remember programming filled 3D graphics in the DOS days using tutorials like the PC-GPE, but at the time my understanding of things like matrices, frustum culling, proper clipping or acceleration structures were pretty much nonexistent; if I had multiple objects to draw I'd just store them to a flat array.

 

Nowadays it's common to use a quadtree or octree, but when dealing with 16-bit segmented memory, it wouldn't be that straightforward.

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Thanks, I've read some of his articles, but that's a nice compilation.

 

There's of course also the source code of Second Reality which includes a general 3D engine part, though that's still concerned with a rather small number of 3D objects in the scene so it uses a simple object list for the scene management as far as I understood.

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