As a software engineer by trade, I could not even imagine someone making videos about my source code 30 years later and going into detail about how I decided to implement some function or round a result. Can you imagine? Speaks for how influential it’s been for the world. Truly an exceedingly rare thing.
The only reason people can talk about Doom's code is because it's open source. To a lot of programmers this phrase is like kryptonite because they would rather have their stuff closed. So I doubt it'd happen in most cases.
@@deadfishy666 shame that not a lot of games have their sourcecode made open source. Hell, nowadays games don't usually come with actual powerful modding tools anymore like map editors and SDKs.
Yeah Carmack was adamant about being open and supportive, even threatening to quit over it. Can you imagine if something like DWANGO happened today? For those who don’t know: DWANGO was a system in which you could do matchmaking / multiplayer in doom before the internet. IIRC they did this by tricking doom into thinking that DWANGO was a modem so doom didn’t know any better but DWANGO could route your game traffic to the correct place. The company that made the game would freak the hell out and sue the people for hacking and reverse engineering. Whereas “back in the day” the iD guys thought it was the coolest thing ever.
@@ErebuBat Actually, we did get something like DWANGO, it was called Slippi. Since it was an old game, they didn't care, at first. But the moment it became the online option for a tourney, they acted basically immeditately to nuke it and accuse it of "encouraging piracy"
@Quadsword I was just gonna say that. John Carmack is on another level of smartness. We were just fortunate enough that he used his intellect to create an epic computer game, out of all the programming paths he could've followed. Maybe this isn't the darkest timeline after all.
Might explain why there's so much jank and bugs though. From a software engineering perspective this is what's euphemistically known as "legacy code", i.e. code that kinda sorta works most of the time but God forbid you ever need to change something or understand something.
@@jacryan2626 Jaguar version of DooM is easily the best console Port made by retro consoles (in terms of pure original vanilla ports, DooM PSX is the best version for consoles but is heavily altered, slowdown & gfx are pretty rough).
If DOOM were an officially recognised field of academic study, decino would undoubtedly be one of the foremost experts in the world. He'd be the one giving lectures and presentations as a DOOM professor with a DOOM doctorate.
Every square explosion is a masterful compromise of accuracy for faster calculation. It's ideal for the type of game Doom is - hectic fights, everyone moves around - you won't even notice.
Exactly. It is technically “wrong” but in normal gameplay it isn’t even something that is an issue or is just attributed to luck. John Carmack was a master of these types of choices which lead this game being able to run on a 25Mhz processor. Truly amazing
@@ErebuBat I think that's a big part of what makes Doom technically interesting: processors were powerful enough to do the graphics compositing and basic AI, but weak enough that things like square root calculations for explosions and using a real PRNG for the shotgun were prohibitively expensive. All games are first and foremost products of the hardware at the time, but Doom sits right before the hockey-stick growth of consumer-grade CPU power really got going with the Pentium and the PowerPC in 1994.
Shocking twist: Doomguy's canonical reason for being the sole person who can stand against the forces of Hell is that he's secretly the only in-game person who understands his world as well as Decino.
0:54 Once talked to a game developer. He told me his art is in making things as simple as humanly possible while still working. The Doom makers make a good case proving that point.
The PS1 ports of Doom and Final Doom have an interesting quirk with regard to explosions; in certain instances, you can fire a rocket where two solid walls converge into a 90 degree angle and its ensuing blast won't cause any damage to you.
@@Noromdiputs It was a linked list, but you could easily mess up with any data structure if you are not careful. The same thing could happen if it was, say, just an array and elements would be suddenly rearranged in the middle of a "for" loop.
"I hope you had fun watching it too" decino is only person who can turn doom code researchments into such great little movies, so even a person like me, who is very far away from that is highly entertained. Thank you
I thought Imps had explosive projectiles once but it was cause I was following a projectile for fun. And it hit the wall and another imp who's sounds didn't play had fired a projectile at me that low rolled damage.
i think their idea was being a giant fireball, and it's "explosion" is the flames dissipating from it's represented area where it stops being a flaming ball.
Great video. I've always wondered why I took no damage while face-rocketing myself again some walls... and now I know! Also loved seeing the analysis of the double-blast-damage rocket bug. I almost considered adding that subject to my blockmap bug video, but ended up cutting it out to not delay the release. Major props for digging into the code for this one decino; it looks like there's some mind-boggling spaghetti in there.
I fell asleep listening to this and had a dream that Death from Discworld was showing me a version of this where you directly compared the damage and blast radius of Doom explosions to real-life bombs. The dream ended when a bomb landed near me, I sprinted away, and then the last thing I heard was "Ah yes, eleven thousand times more blast damage."
The missile checking if it hit something at around 4:18 made me realize that every single game tick, each and every single projectile in flight asks "are we there yet?" until they're there yet.
"Kaboom?" "Yes, Archie, kaboom." Main video sections: 0:00 Intro 0:26 How explosions work 2:35 Things that explode 4:17 Rockets 5:26 Explosive barrels 5:37 Arch-vile's attack 7:40 The blockmaps 8:54 Double damage 10:57 LoS code bugs 12:17 Outro
Your Doom analysis series gets credit for getting me interested in coding and sending me down this career path. Something so beautifully fascinating about the way it works, and you explain it in a way that intrigues instead of intimidates.
Our favorite characters doing Jojo pose: 2:40 (?) It's a special feeling that you figure out things in Doom and then show us, like some kind of classroom
Info-taining as always. :) And thanks for the shoutout; glad the content was useful. If you're interested in a similar example of the bug at 11:42, at the bottom of the channel's home page is a "Sewers and Betray" playlist, and at the bottom of that list is video showing some close-packed barrels in Betray that explode without damaging others next to them. Anyway, keep up the great work. Cheers!
I love these deep dives into how certain game mechanics work. The code analysis parts are my personal favorites - they show how things can go wrong, and how hard it can be to track down certain bugs. As a software developer myself I appreciate your efforts.
Me: Explosions in Doom aren't that complicated. I probably already know everything that's going to be said in this video. Decino: Kills a revenant in one rocket Me: shocked Pikachu face
1:19 Actually it's a topological ball of infinity norm, or as non-nerds call it, a square. I think the reason it was done that way is to avoid to compute square roots. John Carmack will later find a fast approximation for square roots for Quake
decino, your work is amazing. I love how you dive deep into mechanics and technical stuff to uncover the reasons on why so many things happen in the game. Congrats, very unique videos you make
Extremely minor nitpick: if a cube doesn't have equal width, height and depth, then it's not a cube, it's a prism. But yeah, very informative, as always. And watching zombiemen getting blown to pieces is always fun.
Story line Its 2 and 17 am Decino: Uploads a video aboit doom explosionsp My eyes: tomorow My brain:WATCH THAT AMMO BOX OF 2919392 LINES OF C++ CODE FOOL
Did you know your rockets can deal more damage if you kill doomguy before the rocket impacts? Wait, wrong game nvm (I love seeing dedicated players of different playerbases mingle! Also, I'm eagerly waiting for the next light-blue thumbnail video!)
Jesus, the question I asked myself years ago in regards to why my rocket killed revenants with one rocket sometimes was explained. I learn something new about doom every time I watch decino. Awesome stuff man.
The blast damage distance calculation uses the Chebyshev metric - en.wikipedia.org/wiki/Chebyshev_distance. It is perfectly reasonable for you to use the phrase “blast radius” because in this metric, circles are squares. Sorry for the edits. I couldn’t remember the name of the metric.
I played doom 2 while in my college dorm at night while going to school for computer science. I first learned OOP using C++, which makes these videos really entertaining to watch, and allows me to follow your logic with the code. Thanks again.
Great video as always! I'd love if you talked about the Nightmare difficulty on Co-op on the console version of Doom 1 and 2. It's absolutely insane and it can be considered a difficulty above Nightmare
0:54 surprise to no one but i think the reason why they didn't just use the pythagorean theorem is because it uses a square root to calculate and that would be slow as hell to compute on the computers they had at the time
I'm not going to lie homeslice, I don't know anything about doom but your voice constantly knocks me out. Thanks for the analysis videos, that playlist is so good 💜
I don't play a lot of classic doom, yet I still love watching your videos on it and this dumbs down the logic in a way that doesn't make me feel stupid, so hey- you're clearly doing something right!
Did someone say... Explosions??? *_A certain Megumin would like to know your locations_* Amazing video as always, I always enjoyed watching your analyze videos!
That you can kill a revenant with a single rocket because of what's essentially pointer aliasing is fascinating. Looking forward to that video with line-of-sight checks.
Remember when I said “I hope some day I’ll understand more of this.” Well I’ve gotten better! I’m now able to program pong in Java, so that’s progress :)
As a software engineer by trade, I could not even imagine someone making videos about my source code 30 years later and going into detail about how I decided to implement some function or round a result. Can you imagine? Speaks for how influential it’s been for the world. Truly an exceedingly rare thing.
💯agree, hence why Doom was indeed so revolutionary and groundbreaking
The only reason people can talk about Doom's code is because it's open source. To a lot of programmers this phrase is like kryptonite because they would rather have their stuff closed. So I doubt it'd happen in most cases.
@@deadfishy666 shame that not a lot of games have their sourcecode made open source. Hell, nowadays games don't usually come with actual powerful modding tools anymore like map editors and SDKs.
Yeah Carmack was adamant about being open and supportive, even threatening to quit over it.
Can you imagine if something like DWANGO happened today? For those who don’t know: DWANGO was a system in which you could do matchmaking / multiplayer in doom before the internet. IIRC they did this by tricking doom into thinking that DWANGO was a modem so doom didn’t know any better but DWANGO could route your game traffic to the correct place.
The company that made the game would freak the hell out and sue the people for hacking and reverse engineering. Whereas “back in the day” the iD guys thought it was the coolest thing ever.
@@ErebuBat Actually, we did get something like DWANGO, it was called Slippi. Since it was an old game, they didn't care, at first. But the moment it became the online option for a tourney, they acted basically immeditately to nuke it and accuse it of "encouraging piracy"
That Archie on the thumbnail honestly looks like he's chilling over a bonfire
Yes definitely.
you mean a *bomb fire*
He’s warming up his hands 😁
That's it, a bonfire, that's why the enemies come back to life!
The only thing is - the bonfire is the player's corpse.
Those zombies exploding in a square was a work of art.
asposion
Squareplosion ! :)
Pew pew pew and kaboom >:)
Entire doom plot in 5 words
zombieplosion!
500th like
Babe, wake up, a new yellow background Decino video just dropped.
ahem, decino
@@knucklesfan463 ducino*
Yes, honey.
@@Iliek *Ducino.
@@noidTV dunkaccino
It’s amazing that John Carmack and id’s team was able to program all of this in just barely a year.
Diet coke is one helluva drug
@@local538
And chocolate.
@Quadsword I was just gonna say that. John Carmack is on another level of smartness. We were just fortunate enough that he used his intellect to create an epic computer game, out of all the programming paths he could've followed. Maybe this isn't the darkest timeline after all.
@Quadsword You mean Part-time astrophysicist and our only insurance against their overwhelming alien incursion John Carmack?
Might explain why there's so much jank and bugs though. From a software engineering perspective this is what's euphemistically known as "legacy code", i.e. code that kinda sorta works most of the time but God forbid you ever need to change something or understand something.
Fun fact: Explosions in Jaguar console ports can penetrate through walls, making them overpowered against things like monster closets.
But as Caddy said: "We dont talk about the Jaguar."
@@jacryan2626 We can talk about its source code, though!
@@jacryan2626 CHAPTER 6: WE DON'T TALK ABOUT THE JAGUAR
*requim for jaguar intensifies*
@@jacryan2626 Jaguar version of DooM is easily the best console Port made by retro consoles (in terms of pure original vanilla ports, DooM PSX is the best version for consoles but is heavily altered, slowdown & gfx are pretty rough).
@@NEZLeader yeah sometimes the framerate would tank and some sprites would dissappear if there were too many enemies.
Totally had fun watching this. Quality stuff.
Krinkels? What are you doing here? I didn't know you were a doom fan.
No way it’s Krinkels
OMG IT'S THE MADNESS MAN
@@abdullahh_04 He's a big fan of boomer shooters,I watched him playing Dusk in a stream once
@@abdullahh_04 that explains a lot actually
Doom logic: if you don't see the explosion, it doesn't exist
If a tree falls in the forest and there's no one to be hit, does it deal any damage?
@@marzi_kat Depends on the blockmap
I've never seen an explosion. I've also never been blown up. Just saying.
Doom Explosion is not visible.
Doom Explosion cannot hurt you.
Doom Logic: If you can SEE the BFG hit, then any enemies you can SEE also get hit.
decino: "A cube with infinite hight"
Me: *cries in geometry*
Assume Euclidean geometry
Oh god, I just realized how screwy that is.
@@The_Big_Jay
Same, I just realised that it's actually a rectangular prism
[Laughs in fthgan]
@@theonlybilge It's called a parallelepiped.
If DOOM were an officially recognised field of academic study, decino would undoubtedly be one of the foremost experts in the world. He'd be the one giving lectures and presentations as a DOOM professor with a DOOM doctorate.
I'd definitely pay to go to THAT college
Doomology
@@Minnevan Perfection
Phdoom
Even more than John Romero? 😂
Every square explosion is a masterful compromise of accuracy for faster calculation. It's ideal for the type of game Doom is - hectic fights, everyone moves around - you won't even notice.
My mind is blown that explosions are square.
Exactly. It is technically “wrong” but in normal gameplay it isn’t even something that is an issue or is just attributed to luck.
John Carmack was a master of these types of choices which lead this game being able to run on a 25Mhz processor. Truly amazing
@@ErebuBat I think that's a big part of what makes Doom technically interesting: processors were powerful enough to do the graphics compositing and basic AI, but weak enough that things like square root calculations for explosions and using a real PRNG for the shotgun were prohibitively expensive. All games are first and foremost products of the hardware at the time, but Doom sits right before the hockey-stick growth of consumer-grade CPU power really got going with the Pentium and the PowerPC in 1994.
*Calls girlfriend* "Honey? I am going to be 13 minutes and 57 seconds late for our date."
You did the right thing.
You could just have her watch the video with you on the date.
babe, can you come over for 13 minutes and 57 seconds?
Real women watch Decino with their significant other.
decino: publishes a video called "Explosions"
Dienst Speciale Interventies: Oh, don't mind us, move on
I spent a solid minute rereading those first three words in the second line
I wanna be a speciale interventy too
@@sirel33 It's Dutch. It means "Special Intervention Service".
What is that, the Dutch FBI?
@@Damian_1989 yes
@@Elmom_ Is Decino Dutch?
Shocking twist: Doomguy's canonical reason for being the sole person who can stand against the forces of Hell is that he's secretly the only in-game person who understands his world as well as Decino.
Literally just died to a rocket at the end of Eviternity Map 09 and ragequit to TH-cam to find this
0:54 Once talked to a game developer. He told me his art is in making things as simple as humanly possible while still working. The Doom makers make a good case proving that point.
I think you've had a single rocket Revenant kill once or twice in your playthroughs. Nice to know why.
Also that outtro.
11:35
"Involving a lot of moth"
The code runs by having a bunch of very tiny moths running around manually flipping 1s and 0s.
Well yeah, where do you think the term "bug" originates from?
@@decino Funnily enough, it does originate from removing moths from a computer
oh hey aren't you in the conlanging discord server
@@hotpocketsat2am I was - they banned me after I said scammers should die. No, I don't know why that's banworthy.
The PS1 ports of Doom and Final Doom have an interesting quirk with regard to explosions; in certain instances, you can fire a rocket where two solid walls converge into a 90 degree angle and its ensuing blast won't cause any damage to you.
The Arch-vile in the thumbnail looks like he's approaching something insanely precious yet fragile.
He's trying to pick up that bonfire.
He's trying to Indian Jones swipe the barrel mid-explosion.
I'm really proud of those replies
Mr. Torgue approves of this video
E X P L O S I O N S ! !
Ah, I knew I wasn't the only one who thought of him!
@@-bemyvalentine- news flash, *you aren't*
The beautiful thing about _Doom_ is that it relies so heavily on RNG that you're never _quite_ sure if something is a bug or just a bad roll.
You're on the verge of explaining the game to the very Devs mate, impressive :)
0:13 "Pew Pew-pew and kaboom"
-decino 2021
EPIC!
That block map with the array list was really interesting! always keep your lists immutable when sending it off to other methods, boys :)
Or better yet, don't store them in some global variable, making implicit dependencies :)
Pretty sure it's a linked list. Otherwise it wouldn't behave like that.
@@Noromdiputs It was a linked list, but you could easily mess up with any data structure if you are not careful. The same thing could happen if it was, say, just an array and elements would be suddenly rearranged in the middle of a "for" loop.
@@kgorob concurrent modifications are not a good friend
@@amnesicpachyderm turn it into tuple boi
"I hope you had fun watching it too" decino is only person who can turn doom code researchments into such great little movies, so even a person like me, who is very far away from that is highly entertained. Thank you
this whole time i thought mancubi and revenants actually were explosive.
For the longest time I did too. Ditto for Barons and Heck Knights xD
@@MrEvilbyte same here
I thought Imps had explosive projectiles once but it was cause I was following a projectile for fun. And it hit the wall and another imp who's sounds didn't play had fired a projectile at me that low rolled damage.
i think their idea was being a giant fireball, and it's "explosion" is the flames dissipating from it's represented area where it stops being a flaming ball.
I knew revenants' weren't, but I think I thought mancubi's were.
Great video. I've always wondered why I took no damage while face-rocketing myself again some walls... and now I know!
Also loved seeing the analysis of the double-blast-damage rocket bug. I almost considered adding that subject to my blockmap bug video, but ended up cutting it out to not delay the release.
Major props for digging into the code for this one decino; it looks like there's some mind-boggling spaghetti in there.
I fell asleep listening to this and had a dream that Death from Discworld was showing me a version of this where you directly compared the damage and blast radius of Doom explosions to real-life bombs. The dream ended when a bomb landed near me, I sprinted away, and then the last thing I heard was "Ah yes, eleven thousand times more blast damage."
Decino standing by in apathy as a someone get's vaporised by eleven thousand times the blast damage XD
@@nilly0052bro narrated over my gib animation
that is hilarious
edit: death-cino
"...I'm here to ask you one question, and one question only! EXPLOSIONS?!"
Decino is the only Content creator that can hurt my brain with math and coding without boring me.
search ranoeke gaming, theres another one
The missile checking if it hit something at around 4:18 made me realize that every single game tick, each and every single projectile in flight asks "are we there yet?" until they're there yet.
Mr. Torgue is proud of this video
Been playing doom since the mid 90s and never really had a break from it. It blows my mind that I could learn something new about it.
"Kaboom?"
"Yes, Archie, kaboom."
Main video sections:
0:00 Intro
0:26 How explosions work
2:35 Things that explode
4:17 Rockets
5:26 Explosive barrels
5:37 Arch-vile's attack
7:40 The blockmaps
8:54 Double damage
10:57 LoS code bugs
12:17 Outro
Decino: We're now going to talk about Blockmaps
Coincident: *T R I G G E R E D*
Your Doom analysis series gets credit for getting me interested in coding and sending me down this career path. Something so beautifully fascinating about the way it works, and you explain it in a way that intrigues instead of intimidates.
Decino always says the most interesting things about DOOM
He sure does.
Our favorite characters doing Jojo pose:
2:40 (?)
It's a special feeling that you figure out things in Doom and then show us, like some kind of classroom
Ah, yes, my favorite jojo pose: explosive barrel
That Slayer screenshot appearing while saying "no" 😂
I LOVE how Decino deconstructs EVERY aspect of this game. It's fascinating and impressive.
Info-taining as always. :) And thanks for the shoutout; glad the content was useful. If you're interested in a similar example of the bug at 11:42, at the bottom of the channel's home page is a "Sewers and Betray" playlist, and at the bottom of that list is video showing some close-packed barrels in Betray that explode without damaging others next to them. Anyway, keep up the great work. Cheers!
You are becoming the Doom professor, ducino.
As a hobbyist game dev and long-time Doom fan I absolutely adore watching these videos.
Meanwhile, certain mr. Torgue has only one question: EXPLOSIONS?!?!
*EXPLOSIONS!*
my dopamine levels shoot up to 250% when I see a new yellow thumbnail
But then there's the moment when you see a yellow thumbnail, but its not by decino. One of the most tragic betrayals in history
@@justanantico6327 Oof, yeah that sucks
That "No" was perfect
Jazz Jackrabbit 2's music is a real touch of class...
I am a simple man: I see a new decino video, I click; I see a new decino video with a yellow thumbnail, I click furiously until it starts.
I can tell this video is going to
BLOW UP
Aaahahahahahahaaaaa......
: I
Don't change
I was in the line of sight. I took full damage.
It's crazy how some of this info is technically useful, but to actually pull it off in-game would be nearly impossible. Great video!
I could listen to decino explain obscure Doom mechanics and interesting quirks all day long. Another insightful masterpiece!
I love these deep dives into how certain game mechanics work. The code analysis parts are my personal favorites - they show how things can go wrong, and how hard it can be to track down certain bugs. As a software developer myself I appreciate your efforts.
Me: Explosions in Doom aren't that complicated. I probably already know everything that's going to be said in this video.
Decino: Kills a revenant in one rocket
Me: shocked Pikachu face
"You can increase the blast damage even more, all the way up to 128. How? Just blow yourself up lmao."
I love that line.
Next episode will be about how walls work and the code on how the engine makes the weird 2D - 3D
These videos made me read Doom code in my downtime. Thanks a bunch for making them, Dec.
1:19 Actually it's a topological ball of infinity norm, or as non-nerds call it, a square.
I think the reason it was done that way is to avoid to compute square roots. John Carmack will later find a fast approximation for square roots for Quake
Obligatory HUGE thank you for considering people with hearing issues and putting in proper subtitles.
wait omg this has subtitles? thanks decino
Easily my favorite doom content on the internet. I can see how much effort you put into these. Keep it up man.
YESSS START THE VIDEO WITH A SUNDER CLIP! I love you so much Decino!
Sweet! Good to see u looking deeper into that line of sight thing Ive been curious about that for a while
decino, your work is amazing. I love how you dive deep into mechanics and technical stuff to uncover the reasons on why so many things happen in the game. Congrats, very unique videos you make
Decino: *explains the intricate mathematical system behind explosions *
Me: haha rocket go boom
These videos are so fun to watch. I love learning about how things work. Bonus because it's DOOM.
Not even a pinky in nightmare mode is too fast as me coming to a new decino analysis video
Extremely minor nitpick: if a cube doesn't have equal width, height and depth, then it's not a cube, it's a prism.
But yeah, very informative, as always. And watching zombiemen getting blown to pieces is always fun.
Explosions are EPIC!!!!
Had massive fun watching it. Thanks!
02:51
In case you ever wondered, the Arch Vile is indeed throwing a Hadouken from Hell at you.
John Carmack must have been a Street Fighter 2 fan
1:02
"Do you have nothing else to... to measure... before you blow it up?..."
"No"
Story line
Its 2 and 17 am
Decino: Uploads a video aboit doom explosionsp
My eyes: tomorow
My brain:WATCH THAT AMMO BOX OF 2919392 LINES OF C++ CODE FOOL
FINALLY this video is out ive been waiting FOREVERRRR
3:26 I suppose Rockets are more appropriate for explosions than are Birds...
Did you know your rockets can deal more damage if you kill doomguy before the rocket impacts?
Wait, wrong game nvm
(I love seeing dedicated players of different playerbases mingle! Also, I'm eagerly waiting for the next light-blue thumbnail video!)
Hahaha the doomguy-trick. Hi T-west!
Is that an AoE II reference?
Underrated channel
It took me a while to realise that there's Jazz Jackrabbit music in the background
Watching a decino video and hearing a MIDI that Lippeth and I composed gives me great joy. Fantastic as usual!
1:24 - actually, rectangular cuboid (cube with infinite height is infinite in all directions).
Jesus, the question I asked myself years ago in regards to why my rocket killed revenants with one rocket sometimes was explained. I learn something new about doom every time I watch decino. Awesome stuff man.
The blast damage distance calculation uses the Chebyshev metric - en.wikipedia.org/wiki/Chebyshev_distance. It is perfectly reasonable for you to use the phrase “blast radius” because in this metric, circles are squares.
Sorry for the edits. I couldn’t remember the name of the metric.
I played doom 2 while in my college dorm at night while going to school for computer science. I first learned OOP using C++, which makes these videos really entertaining to watch, and allows me to follow your logic with the code. Thanks again.
Great video as always! I'd love if you talked about the Nightmare difficulty on Co-op on the console version of Doom 1 and 2. It's absolutely insane and it can be considered a difficulty above Nightmare
Your analysis videos are all treasures in their own unique ways.
I had fun learning about explosions
Be
I don't care how esoteric or useless the information in these videos is, I watch all of them and thoroughly enjoy them
Who needs sleep, decino upload is always more important
0:54 surprise to no one but i think the reason why they didn't just use the pythagorean theorem is because it uses a square root to calculate and that would be slow as hell to compute on the computers they had at the time
*BOMBS, you want it? it's your my friend, as long as you have enough rubies*
Sorry Slayer, I don't give credit! Come back when you're a little MMMMMM richer
Thanks decino. I always enjoy the analysis videos. It’s what got me to the channel in the first place!
Cursed Doom moments: That rocket damage on Revenant and Mancubus.
I'm not going to lie homeslice, I don't know anything about doom but your voice constantly knocks me out. Thanks for the analysis videos, that playlist is so good 💜
0:58 "you would say this would be done using the pythagorean theorem,"
**shows TAG 2 ending**
"But no"
Good stuff
I don't play a lot of classic doom, yet I still love watching your videos on it and this dumbs down the logic in a way that doesn't make me feel stupid, so hey- you're clearly doing something right!
You mentioned the Pythagorean Theorem, so you can technically mark the video as educational.
@@local538 I mean you're not wrong
Love youtubers like you and shounic for example
Your calming and informative with information that we would never get simplified anywhere else :D
Did someone say... Explosions???
*_A certain Megumin would like to know your locations_*
Amazing video as always, I always enjoyed watching your analyze videos!
That you can kill a revenant with a single rocket because of what's essentially pointer aliasing is fascinating.
Looking forward to that video with line-of-sight checks.
Remember when I said “I hope some day I’ll understand more of this.”
Well I’ve gotten better! I’m now able to program pong in Java, so that’s progress
:)
Your in-depth Doom videos stimulate the poles of my game brain. Detailed explanation of game elements and satisfying explosions/gore.
Dude Decino sounds so excited in the beginning