I remember Rayman's DOS version having a pretty similar effect when quitting the game. The pause menu also features some nifty destruction animations (kind of similar to Death Rally's). The more popular PS1 version of Rayman didn't feature those menu effects though.
This reminds me of how I felt playing shareware Doom episode 1. I kinda liked how after going through what felt like a really gory game (especially for 1993) the end of a level or the starting of a new game felt like the game was wiping all the demon blood and guts off Doomguy's helmet or your monitor. Like it was just saying "look how nasty this game is, we have to clean it up for you between levels."
@@Chikaras086 no what I’m saying is then it shouldn’t happen when joining a game sorry for using the word joining because I am usually multiplayer playing, but anyways when he starts the game, it shouldn’t happen only happen after the game
It’s getting to the point that I’m learning things about Doom that I didn’t even know I wanted to know. Awesome! It seems like most source ports adjust the speed at which the melting columns *lower* to make it consistent with vanilla Doom, but what’s interesting is that it’s not adjusted for 640x480 in Doom95, so the effect takes about twice as long from start to finish.. which sort of builds up suspense, lol. It’s the only port I can think of where the lowering speed of the wipe effect isn’t (obviously) adjusted. The vertical offsets also are only “half as intense”, in other words the downward streaks are still only getting a 16 pixel offset relative to a 640x480 image rather than a 320x200 one. Doom95 clearly didn’t bother to adjust the effect accordingly for different resolutions!
In order to make the melt effect work at any resolution other than 320x200, it really needs to pick 160 points, then use interpolation to pick every point between. That will give the same overall pattern, but look much better at a higher resolution.
@@0neDoomedSpaceMarine To be fair, Doom95 had one purpose, and one purpose alone: proving Doom could run natively in Windows without booting to DOS. It was one big "look gamers, our platform's good for you!" and I'm not gonna argue with the results.
One small detail not mentioned here, about ZDoom ports specifically, is that all of the three different wipes (melt, burn or fade) cause a few lost frames after the transition is finished. It makes it all feel more sluggish than it should and it's especially bad when you consider hot start maps, enemies can fire at you before the game even begins rendering gameplay, which is fatal for a cyberdemon or mastermind hot start. You can work around it by opening the pause menu or console dropdown during the transition, to where your input is buffered until the very first gameplay tic, allowing the renderer to sync back up. Either that or you can disable the wipe effect, though you will still get a short pause as it loads.
@@ademkapovskic8106 Definitely the most important shortcoming still in GZDoom, never mind the horrible lack of optimisation, features literally nobody asked for and dear god the bugs, none of that is important though. Just fix the screen wipes and GZ will be perfect. c:
@@plazmasyt what bugs did you find? been playing semi-regularly for 6 months now, no issues i can recall my main problem with GZ is that it is so goddamn dark, sometimes i can't even see an enemy right beside me, melee attacking me to hell. atmospheric, sure, but a massive handicap on the player, at least allow it to be toggled
@@ademkapovskic8106 Mess about in the display options --> OpenGL options, it'll be something in there (Sector Light Mode 'Bright' I believe, unless they've changed that, which they do sometimes)
@@ademkapovskic8106 I was semi joking about the bugs but across both Windows and Linux I've found a few weird things over the years like unexplained crashes, the great memory leakages in various 4.x versions, broken Fluidsynth/Timidity (Fluid is entirely missing on my current Manjaro Linux install and Timidity has issues with off-key notes, this is a 4.8 beta build but it's happened before), Vulkan causing a black screen except for HUD and weapon sprites (I know Vulkan runs fine on my machine, I can play Doom 2016 with it no issue), I could probably keep going but that's all I can remember off the top of my head. Sure it's no Sonic 06 but I haven't had the best of times getting GZ to run as it should.
Real talk, Decino, if I had never found your channel, I would've never known in this much detail about the sheer level of inventiveness iD software had when they made Doom. These simple-yet-brilliant solutions to give their game some extra "pizzazz" are incredible. Thanks for waving the Doom flag as long as you have!
We need a brave soul out there to donate $15 under the name "Again, I am in", so that every time Decino reads off the list of donators, he has to say "Again, I am in AGONIZING RECTAL PAIN."
I remember reading somewhere that GZDoom couldn't recreate the screen melt effect due to the difference between the OpenGL it used and the original Doom renderer. So it had to use complicated hacks to simulate the effect.
I'd assume because Doom's original renderer operates with simple pixel commands and OpenGL operates with triangle primitives. If you are good with shaders you could probably recreate the melting pretty easily on the fragment shader with some clever tricks + "discard" fragment shader command to reveal the underlying new screen. Another way you could do this is by constructing the correctly sized stripes using quads (2 triangles each), render the screen to framebuffer texture, calculate proper sampling uv offsets for the quads and render the framebuffer texture on to the quads. Then start animating the position of the quads and by now you should be pretty close to some melting screen action. When you do it this way, it's a matter of throwing in the z-coordinate and you can start to do all kinds of crazy 3D screen transition effects where the stripes fly in to your face for example. It's kinda sad that these screen transition effects seem to be mostly thing of the past even though they are not really rocket science in comparison to all of the other graphics rendering algorithms and tricks that the games themselves use. Doom had them, Rise of the Triad had them and even the PS1 demo discs had them.
@@meanmole3212 you could do it with a compute shader i think, failing that, ping-ponging a fragment shader between two different framebuffers and simply layering the foreground (the "last written" of the two framebuffers) and background with alpha would definitely do the trick. doing it before GL core profile would have definitely been a pain in the ass though.
The ''uuuuaggh'' at the beginning got me. Nice touch there. Thanks for the dedication you put into teaching us about DOOM. I appreciate it being funny and meaningful.
Really insane how my older brother and i have been playing Doom 1 and 2 since 2008 when we were 8 years old, your channel taught us a lot of useful details about the source ports and Doom itself! Thank you a lot, Decino!
Fun fact: There's a bug/quirk described on the Doom Wiki that when ending a level with a sector type 11 exit (like E1M8), the health in the status bar appears to jump up because the melt effect is interpolating from the frame prior to the exit.
@@thewhitefalcon8539good question! probably so that demos still work properly, they might bake the seed into the demo or something like that, so there's still more unique randomness, but not breaking another feature as to why i presume the seed was static in og doom in the first place
Cheers for upload decino I did always wonder how it worked anyway I hope you're all good and look forward to seeing the next level play through. Cheers decino
I love how you break down things we just dont tend to think about or take for granted, and then dive into the details of how they work. Keep it up decino😊
Back in the days, the melt screen felt creepy for me (it reminded me of the scrolling wall texture with the faces -gelatinous). But it's kinda goofy for me now. Either because of maturity, or because I was already exposed to more modern horror visuals? (Kinda like how the Exorcist and Doom's gore was scary as hell and controversial for people back then, but yeah, we have Brutal Doom now)
Y'know, while i know enough about Doom's engine to more or less successfully guess how this works without the specific technical details, I still went, "AW SWEET, NEW YELLOW DECINO VIDEO, YEAH BABY!" before clicking it.
I've slowly gone from watching your analyses to your outtakes videos to actually watching your runs. Like seriously all the stuff here is so high quality
I've noticed more about Doom watching these videos than I ever truly noticed while playing it. Like the screen melt; my brain just saw it as a screen transition, and never paid it much thought.
I've always thought that the wipe screen is very cool and satisfying to watch so thank you mr. decino for sharing this one to us :) and yea i see that this video is about minecraft
I am still amazed and wondering how John Carmack did it on the hardware of that time. Today this effect would be done with shaders, but John didn't have those luxuries. He also didn't have anyone who could assist him, as he pioneered most of the stuff he developed. He couldn't just hop on stack overflow and ask a bunch of people or even find tutorials on TH-cam. Truly amazing genious.
Back then GPU's didnt had 2d/3d acceleration nor shaders, all graphics operations were done by the CPU, so Carmack had to assign a framebuffer for rendering then copying it directly the GPU VRAM. .
Dejavu! Love your work man. It's great to see doom's code bought to analysis videos. Production quality on part with "Retro Game Mechanics Explained". 1:10 Noooo 😭
Loving these deep dives. Have you considered doing a video on how come the shotgun can shoot through multiple layers of zombiemen, but not multiple layers of mancubus/bigger enemy/whatever? Keep up the awesome work!
I used to play Doom for years. I don't any more but I love to watch (you, Bigmac, etc). I especially like these little behind the scenes look you do! Thanks for those! Happy March, Decino!
I really appreciate the visual effects you used in this. It's a niche topic that could have just been explained with static pictures and code, but you really went the extra mile to visualize it!
Damn dude it's really cool both how much stuff went into making doom, and how freakin good you are at with the explanation and presentation for all of it's intricacies. I'm always impressed by your work
My First time with doom was in 97, when i was only 7 yr old, at the time was a experience near to magic and what amazes me is years later the game still amazes me, these little details, are so Magic, the game itself is pure art and magic, well done Id!
Knowing how Doom's melt screen works also makes a great way to out cheaters when you don't have a demo. Cheated RNG tables will show in the behavior of the melt screen.
I love these videos Decino !! This effect immediately let me know I was in for a scary as hell time when I first played doom, when me and my buddy first booted it up after stealing the floppies from his dad at like 7 years old lmao. I remember the moment. Very effective. It's cool to finally know how it works.
Thanks for sharing this and many other technical details! That's still some impressive genius detail, and to think that for them it was just like "hey what if we do the screen melts as a transition? -yeah that would be cool."
Watching those videos for days! I thought I playef it all, see it all, knew it all, but this is a totally different level of expertize. I feel like a nab again. Thanks man. It was a pleasure to learn something totally new and different about this iconic game. What an effort, both from you and id team.
I really like the visuals of this video, a great way of explaining something I had never thought about before. You’ve outdone yourself as always decino
I really like this series since it points out things that you would usually never notice. When playing Doom I never think about the code behind where do fireballs go or how the screen tearing works Amazing job also great narration voice
Very cool video. The editing on this one is some of the best on your channel, love the turned screen effect. It feels very natural in the context of the video.
This transition is just as iconic as Star Wars' frame slide animation. Also, I wonder if you'd be able to do a breakdown video on some pixel effect magic from Jazz Jackrabbit 2? Mainly when killing enemies has them shatter into pixels, and all individual pixels have gravity and are affected by the level tiles. I'd say its a rather impressive effect for its time.
Even better than last time! Great video, always informative and interesting, even if we didn't know we wanted to learn about these things in the first place.
Hey decino. I'd love an explanation video of how sound propagation works in Doom, and showing why classic doom had those sound propagating tunnels and why they aren't really needed. Cheers.
This only shows what a technical masterpiece this game was. There was nothing like it at the time and it was a huuuuge step from the previous gen games. Carmack must be an alien, or something.
2:17 -- ha, got ya, Geek Overlord John Carmack, your code here is Bwuehhhhhhh! You could just set two constant threshold values for a random number for deciding what to do with the next column's offset. A couple of comparisons would be more efficient than a modulo division.
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
gay song
@@monkeyontheporch Nothing wrong with that.
@@monkeyontheporchfalse
Decino won't stop until everything Doom related has been studied, what an absolute legend.
Wonder how long that will take?
@@iguana9173 he mentioned in an earlier comment something like he’s not concerned about running out of topics.
Try Fabien Salgard's book if you are interested, I've just ordered mine last week!
he's told me he's got alot more stuff to cover before he even reaches the prominent modding scene or insane playable devices for Doom
"how doom's floor tiles were designed"
This effect totally should have been used in more games, it's so cool.
Butcher has it, wonder if the code is similar.
Doom 1 & 2 obviously, but do the Hexen or heretic games use it? What about offshoots not directly related like Dark Forces use
Doom 64's got it at level's end somewhat. It's not a true transition since it fade to black in order to view the end of level stats.
Peter I really like Analysis 03 it's a great midi!
I remember Rayman's DOS version having a pretty similar effect when quitting the game. The pause menu also features some nifty destruction animations (kind of similar to Death Rally's). The more popular PS1 version of Rayman didn't feature those menu effects though.
This reminds me of how I felt playing shareware Doom episode 1. I kinda liked how after going through what felt like a really gory game (especially for 1993) the end of a level or the starting of a new game felt like the game was wiping all the demon blood and guts off Doomguy's helmet or your monitor. Like it was just saying "look how nasty this game is, we have to clean it up for you between levels."
@@jamespwoods6911 I still remember installing Doom on every machine in the computer labs in my schools.
Wolfenstrins also pretty gorey especially after killing hitler. Not at doom levels but the hitler killing could fit in with doom
@@CoralCopperHead that sounds so fun
I associate the melt effect more with "surreal" atmosphere especially enhanced by the way the Build engine renders things.
@@seronymus this isn't the Build engine
The melting screen is just a representation of Doomguy wiping the blood, sweat and meat chunks out of his eyeballs before going to the next map
No, he wears a helmet so would be off the screen not the computer screen the helmet screen
@@BdcrockThe real reason he wears a helmet. Not to prevent damage to his head, just to keep his vision clearer.
@@Chikaras086 no what I’m saying is then it shouldn’t happen when joining a game sorry for using the word joining because I am usually multiplayer playing, but anyways when he starts the game, it shouldn’t happen only happen after the game
@@Chikaras086 he already has damage to the head LOL
The Mancubus when he gets hurt 0:05
XD
That's what I am saying
1:10
player: "i want to start a new level in doom 1"
cacodemon: "my time has come"
Lol good one.
It’s getting to the point that I’m learning things about Doom that I didn’t even know I wanted to know. Awesome!
It seems like most source ports adjust the speed at which the melting columns *lower* to make it consistent with vanilla Doom, but what’s interesting is that it’s not adjusted for 640x480 in Doom95, so the effect takes about twice as long from start to finish.. which sort of builds up suspense, lol. It’s the only port I can think of where the lowering speed of the wipe effect isn’t (obviously) adjusted.
The vertical offsets also are only “half as intense”, in other words the downward streaks are still only getting a 16 pixel offset relative to a 640x480 image rather than a 320x200 one. Doom95 clearly didn’t bother to adjust the effect accordingly for different resolutions!
There's so many things Doom95 didn't bother with. Aspect ratio is one, and could be the subject of a video.
In order to make the melt effect work at any resolution other than 320x200, it really needs to pick 160 points, then use interpolation to pick every point between. That will give the same overall pattern, but look much better at a higher resolution.
@@0neDoomedSpaceMarine It’s also slow in the PS3 and Xbox 360 ports of the game.
@@0neDoomedSpaceMarine To be fair, Doom95 had one purpose, and one purpose alone: proving Doom could run natively in Windows without booting to DOS. It was one big "look gamers, our platform's good for you!" and I'm not gonna argue with the results.
@@CoralCopperHead They could at least have patched it some.
One small detail not mentioned here, about ZDoom ports specifically, is that all of the three different wipes (melt, burn or fade) cause a few lost frames after the transition is finished. It makes it all feel more sluggish than it should and it's especially bad when you consider hot start maps, enemies can fire at you before the game even begins rendering gameplay, which is fatal for a cyberdemon or mastermind hot start. You can work around it by opening the pause menu or console dropdown during the transition, to where your input is buffered until the very first gameplay tic, allowing the renderer to sync back up. Either that or you can disable the wipe effect, though you will still get a short pause as it loads.
i hope mr le no chicken hears about this
@@ademkapovskic8106 Definitely the most important shortcoming still in GZDoom, never mind the horrible lack of optimisation, features literally nobody asked for and dear god the bugs, none of that is important though. Just fix the screen wipes and GZ will be perfect. c:
@@plazmasyt what bugs did you find? been playing semi-regularly for 6 months now, no issues i can recall
my main problem with GZ is that it is so goddamn dark, sometimes i can't even see an enemy right beside me, melee attacking me to hell. atmospheric, sure, but a massive handicap on the player, at least allow it to be toggled
@@ademkapovskic8106 Mess about in the display options --> OpenGL options, it'll be something in there (Sector Light Mode 'Bright' I believe, unless they've changed that, which they do sometimes)
@@ademkapovskic8106 I was semi joking about the bugs but across both Windows and Linux I've found a few weird things over the years like unexplained crashes, the great memory leakages in various 4.x versions, broken Fluidsynth/Timidity (Fluid is entirely missing on my current Manjaro Linux install and Timidity has issues with off-key notes, this is a 4.8 beta build but it's happened before), Vulkan causing a black screen except for HUD and weapon sprites (I know Vulkan runs fine on my machine, I can play Doom 2016 with it no issue), I could probably keep going but that's all I can remember off the top of my head. Sure it's no Sonic 06 but I haven't had the best of times getting GZ to run as it should.
Real talk, Decino, if I had never found your channel, I would've never known in this much detail about the sheer level of inventiveness iD software had when they made Doom. These simple-yet-brilliant solutions to give their game some extra "pizzazz" are incredible. Thanks for waving the Doom flag as long as you have!
We need a brave soul out there to donate $15 under the name "Again, I am in", so that every time Decino reads off the list of donators, he has to say "Again, I am in AGONIZING RECTAL PAIN."
It sucks to be broke, dammit.
I am so glad someone finally acknowledges AGONIZING RECTAL PAIN
@@thebaseandtriflingcreature174 "Beaks make me coom" is still my favorite.
Same, buddy. Same.
To be honest, Doom's melt transition is so cool I can't even find any cooler transition than this
I remember reading somewhere that GZDoom couldn't recreate the screen melt effect due to the difference between the OpenGL it used and the original Doom renderer. So it had to use complicated hacks to simulate the effect.
I'd assume because Doom's original renderer operates with simple pixel commands and OpenGL operates with triangle primitives. If you are good with shaders you could probably recreate the melting pretty easily on the fragment shader with some clever tricks + "discard" fragment shader command to reveal the underlying new screen.
Another way you could do this is by constructing the correctly sized stripes using quads (2 triangles each), render the screen to framebuffer texture, calculate proper sampling uv offsets for the quads and render the framebuffer texture on to the quads. Then start animating the position of the quads and by now you should be pretty close to some melting screen action. When you do it this way, it's a matter of throwing in the z-coordinate and you can start to do all kinds of crazy 3D screen transition effects where the stripes fly in to your face for example.
It's kinda sad that these screen transition effects seem to be mostly thing of the past even though they are not really rocket science in comparison to all of the other graphics rendering algorithms and tricks that the games themselves use. Doom had them, Rise of the Triad had them and even the PS1 demo discs had them.
@@meanmole3212 you could do it with a compute shader i think, failing that, ping-ponging a fragment shader between two different framebuffers and simply layering the foreground (the "last written" of the two framebuffers) and background with alpha would definitely do the trick. doing it before GL core profile would have definitely been a pain in the ass though.
I seem to recall GZDoom having different wipe effects to choose from. This would explain why
I was thinking of making the game, when on OpenGL, to commit screenshotting the screen just to make that melting screen effect.
The ''uuuuaggh'' at the beginning got me. Nice touch there. Thanks for the dedication you put into teaching us about DOOM. I appreciate it being funny and meaningful.
1. Bottom of screen is heated up by Hellfire!
2. Screen melts
There!
Caco approved!
It's honestly a really cool effect. Kinda hate that the random calls are always the same, so the melting screen always looks the same.
Really insane how my older brother and i have been playing Doom 1 and 2 since 2008 when we were 8 years old, your channel taught us a lot of useful details about the source ports and Doom itself!
Thank you a lot, Decino!
Fun fact: There's a bug/quirk described on the Doom Wiki that when ending a level with a sector type 11 exit (like E1M8), the health in the status bar appears to jump up because the melt effect is interpolating from the frame prior to the exit.
4:12 return of the king
Forced to Wipe T_T = Agonizing Rectal Pain
That extra minute was extra worth it.
Is the melting pattern more varied when using BOOM’s more robust RNG table?
Yep.
why would they improve the RNG but still make it a table instead of an LFSR?
@@thewhitefalcon8539good question! probably so that demos still work properly, they might bake the seed into the demo or something like that, so there's still more unique randomness, but not breaking another feature as to why i presume the seed was static in og doom in the first place
@@dubiousSanguine an LFSR is like an extremely big table
_just listening to the video_
suddenly
*AGONIZING RECTAL PAIN*
Cheers for upload decino I did always wonder how it worked anyway I hope you're all good and look forward to seeing the next level play through. Cheers decino
I want a mod where Decino says “muuuuahhhhh” everytime there’s a melting screen in Doom now.
Also loving that midi song around 0:57
Been trying to find where it is hosted, I checked both the person credited and their bandcamp, but nowhere... I need it
The effect is still pretty neat to this day, honestly. Goes to show how timeless DOOM really is.
It’s amazing how much work went into such simple things. But you put it all together and you get DOOM.
I love how you break down things we just dont tend to think about or take for granted, and then dive into the details of how they work. Keep it up decino😊
Back in the days, the melt screen felt creepy for me (it reminded me of the scrolling wall texture with the faces -gelatinous).
But it's kinda goofy for me now. Either because of maturity, or because I was already exposed to more modern horror visuals? (Kinda like how the Exorcist and Doom's gore was scary as hell and controversial for people back then, but yeah, we have Brutal Doom now)
Y'know, while i know enough about Doom's engine to more or less successfully guess how this works without the specific technical details, I still went, "AW SWEET, NEW YELLOW DECINO VIDEO, YEAH BABY!" before clicking it.
Damn, that's a bunch of knowledge I will probably remember for my entire life for no reason.
I've slowly gone from watching your analyses to your outtakes videos to actually watching your runs.
Like seriously all the stuff here is so high quality
1:00:- Born 2 s**t. Forced 2 wipe.
Me:- I gave a loud exhale when I saw it, going to sit in my pumpkin patch and think on this.
LMAO. Nice revenant meme at 1:00
Good stuff as always. Always nice to see anything Doom related from you especially your analysis Vids on the games
"oh boy, I hope I don't melt when I flip this switch"
*"a"*
The editing JUST KEEPS GETTING BETTER, oh, its beautiful! Keep up the amazing work!
Nobody:
Absolutely nobody:
Decino: *BWWWUUUUAAAAHHHHH*
The editing and visuals on this are amazing, keep up the great work decino! :)
Same pfp gang rise up
I've noticed more about Doom watching these videos than I ever truly noticed while playing it. Like the screen melt; my brain just saw it as a screen transition, and never paid it much thought.
I've always thought that the wipe screen is very cool and satisfying to watch so thank you mr. decino for sharing this one to us :)
and yea i see that this video is about minecraft
Agonising Rectal Pain must be an OG
I am still amazed and wondering how John Carmack did it on the hardware of that time. Today this effect would be done with shaders, but John didn't have those luxuries. He also didn't have anyone who could assist him, as he pioneered most of the stuff he developed. He couldn't just hop on stack overflow and ask a bunch of people or even find tutorials on TH-cam. Truly amazing genious.
I mean, it's not like stack overflow nor youtube existed at the time john carmack was in DOOM's game development
@@ArjunTheRageGuy thats the point though, theyre saying that john carmack didnt have stack overflow or youtube
@@kellymountain never have I said that he had nor used that obviously.
Back then GPU's didnt had 2d/3d acceleration nor shaders, all graphics operations were done by the CPU, so Carmack had to assign a framebuffer for rendering then copying it directly the GPU VRAM. .
Dejavu! Love your work man. It's great to see doom's code bought to analysis videos. Production quality on part with "Retro Game Mechanics Explained".
1:10 Noooo 😭
oh, damn, i'd never come across that channel before! subscribed :)
Loving these deep dives. Have you considered doing a video on how come the shotgun can shoot through multiple layers of zombiemen, but not multiple layers of mancubus/bigger enemy/whatever? Keep up the awesome work!
Because pellets penetrate dying targets. If bigger enemies get killed by the first pellet, the other pellets will also pass through.
@@decino Thanks Doomtuber legend man! Can't wait for more crazy tech deep dives!
1:00 born to shit forced to wipe - revenant with a gun
so when do we get a doom wad where the screen melting always has the decino BWUEH on it
I used to play Doom for years. I don't any more but I love to watch (you, Bigmac, etc). I especially like these little behind the scenes look you do! Thanks for those! Happy March, Decino!
I really appreciate the visual effects you used in this. It's a niche topic that could have just been explained with static pictures and code, but you really went the extra mile to visualize it!
Circumcision speedrunner. What fantastic name!
I just love how such a simple screen transition effect requires a complete TH-cam video from Decino to explain! Awesome work, as always.
Damn dude it's really cool both how much stuff went into making doom, and how freakin good you are at with the explanation and presentation for all of it's intricacies. I'm always impressed by your work
Yeah! Agonising Rectal Pain is back!!! I hoped for this callsign to show up once again.
BTW nice job as always.
I didn't know about screen buffer, I'm glad you brought this out!
Something ELSE I never thought anyone would ever think to explain! Well done sir!
The most important of Doom topics. I love the videos. Keep up the good work!
My First time with doom was in 97, when i was only 7 yr old, at the time was a experience near to magic and what amazes me is years later the game still amazes me, these little details, are so Magic, the game itself is pure art and magic, well done Id!
Thanks I’m always learning something new everyday from you decino thx! :D
Knowing how Doom's melt screen works also makes a great way to out cheaters when you don't have a demo. Cheated RNG tables will show in the behavior of the melt screen.
I love these videos Decino !! This effect immediately let me know I was in for a scary as hell time when I first played doom, when me and my buddy first booted it up after stealing the floppies from his dad at like 7 years old lmao. I remember the moment. Very effective. It's cool to finally know how it works.
1:12 epic arting skillz
Imagine being a demon and just seeing doomguy melt into existence
Great job! Finally. It's been a while since your last broadcast. Well done!
Thanks for sharing this and many other technical details! That's still some impressive genius detail, and to think that for them it was just like "hey what if we do the screen melts as a transition? -yeah that would be cool."
Damn, just when I thought you had squeezed everything out. Another great video
This decino composer guy does some pretty cool music too, I'm glad you credited them. ;)
Would love to see you cover similar programming topics for DOOM64 and DOOM 3.
Watching those videos for days! I thought I playef it all, see it all, knew it all, but this is a totally different level of expertize. I feel like a nab again. Thanks man. It was a pleasure to learn something totally new and different about this iconic game. What an effort, both from you and id team.
I really like the visuals of this video, a great way of explaining something I had never thought about before. You’ve outdone yourself as always decino
I really like this series since it points out things that you would usually never notice. When playing Doom I never think about the code behind where do fireballs go or how the screen tearing works
Amazing job also great narration voice
this video has come a long way. i'm getting a little emotional watching it grow.
The melting effect is, to me, super satisfying once you finish a map. It feels like closure.
Very cool video. The editing on this one is some of the best on your channel, love the turned screen effect. It feels very natural in the context of the video.
This man has studied everything about doom what a legend
This transition is just as iconic as Star Wars' frame slide animation. Also, I wonder if you'd be able to do a breakdown video on some pixel effect magic from Jazz Jackrabbit 2? Mainly when killing enemies has them shatter into pixels, and all individual pixels have gravity and are affected by the level tiles. I'd say its a rather impressive effect for its time.
Appreciate the work that goes into these analysis videos!!
Man, these videos just make me respect game devs ingenuity more and more.
The name of your Patreons never failed to surprise me
1:10 - Nice Howie Scream :D
Wicked caco of the west: I’m melting I’m melting!!
Even better than last time! Great video, always informative and interesting, even if we didn't know we wanted to learn about these things in the first place.
Only the real OGs will know about this video's first version.
@@decino I was actually confused about that, I was sure I'd seen your video on this already 😂
I was waiting this video long time, thanks
I haven't even played the og doom (I own it but never got around to play it) but I just love these videos so much. Keep up the work man!
Been spending the last few days learning C++ and I actually kind of understood the code presented in the video
Good, good, young acolyte. You will learn to navigate the seas of "compiler vomit" error messages related to template instantiation in no time.
"19day, agonizing rectal pain,"
Decino -2022
Can't wait for the 30 minute analysis on how doors work
This was a super interesting! Thanks @decino!
I had no idea how much doom had of behind the scenes content. Thank you
A compelling video explaining the best transition of all video game time.
Bwuehhhhhhh.
Always happy to see some more epic content from my favorite game! Thank you decino
very informative as usual, keep up the good work.
Finally more useless Doom info to store in my brain for probably the rest of my life
Thanks for the great work
Dude, I was just reading about this today. Nice timing!
Hey decino. I'd love an explanation video of how sound propagation works in Doom, and showing why classic doom had those sound propagating tunnels and why they aren't really needed. Cheers.
This only shows what a technical masterpiece this game was. There was nothing like it at the time and it was a huuuuge step from the previous gen games. Carmack must be an alien, or something.
Impressively good descriptions and visualisations!
bwueeeehhhhhhhhhhhhhh! Epic video, love it :)
May this be nicely and subversively referenced in a future Doom game.
Those skeleton memes never cease to make me laugh, no matter how dumb they are. Forced to wipe, genius shit right there.
2:17 -- ha, got ya, Geek Overlord John Carmack, your code here is Bwuehhhhhhh! You could just set two constant threshold values for a random number for deciding what to do with the next column's offset. A couple of comparisons would be more efficient than a modulo division.
After playing doom 3 for the first time and suffering how the marine has ankles made of glass, seeing a new decino video was a treat, thanks decino!
when you see that yellow background you know you learning today
This effect is so characteristics of the early 90s, I used to mess around with doing similar things in QBASIC