The BSP tree was an ingenious idea that really doom wouldnt exist without. Cool to see all this implemented, and explained well even if it is a lot to digest.
Before BSP, Romero broke the engine completely by simply making a square stairs going down into itself (like the start of E1M1). It got stuck in an infinite loop of stairs.
I am really thankful to you men.this series a integral moment to develop my system level skills with clever data structures and algorithms applied from scratch.
Coder Space is the kind of guy who gives you GPS coordinates when you ask him for the closest bakery :D I'm kidding, I could listen to u doing maths all day long. That's magic, thank u. Next topic : Quake engine LOL good luck, carmack lost his mind doing it, he could not sleep at night, based on what Abrash wrote in his 3d book ;)
Brilliant algorithmic approaches are always fun to practice. Nowadays, everything is just a thick layer of wrappers on top of other random wrappers that depend on other random wrappers. I'm looking forward to watch the collapse of the spaghetti system in its entirety when things get deprecated and out of sync here and there. Nobody wants to fix that crap AND realistically it's too big of a mess to clean up within a reasonable amount of time anyway.
8:53 wow…I told myself “wouldn’t it be funny if I typed 1 instead of i? Next time, I got a weird incomplete rendering of the map because I did in fact type 1 instead of i 😶
30 years of progress in hardware has resulted in us being able to write something that was only possible with brilliant engineering in C to be able to be written in Python.
This video is narrated by a synthetic voice, for those that didn't notice - not necessarily an AI generated voice, but definitely a generated/synthesized voice.
try breadth first search closest grid cells first plane ray casting, its just a dot product between the normalized plane (a,b,c|d) and sphere center (x,y,z|1), even if you do each plane ray separately (not plane ray angle limits to speed things up)
just place each wall/object to be a member of any number of cells, to be intersected in real time by the plane ray dot product (each object/wall has a radius of the boundary volume sphere)
This is an amazing playlist, I'm coding along and loving it!!! I have 2 questions: 1) Can I easily adapt the python code what we are developing here to work with Heretic and Hexen? 2) Can I create more levels using Slade or Doom Builder and have it to work on this custom doom engine?
Seems the root node is different in my wad, from bfg edition. Can anyone else verify or can someone put the node values from demo wad to verify? It denotes the same vertical it seems so maybe the changed due to longer line def visibility?
If you were to move the player up outside of the node it's currently in, is it normal that the player no longer lies inside a bounding box? I'm using the wad from The Ultimate DOOM on Steam
How do you record/generate those code writing shots? I suspect that you dont just write code that fast live while recording. Or you rewrite it after just for the shot?
Huh,are you telling me that if the snes didn’t had a slow cpu that john carmec never would,ve discovered bsp and thus never used the bsp engine in pc doom??? I tout that pc doom uses a raycasting engine, BUT if this is true then we can say that nintendo did had it’s far far far influance in doom by lettin carmec decide to use bsp in doom ibstead rather then raycasting,all because of the slow snes cpu in wich carmec wanted to port wolf3D to ? So if nintendo would,ve opted for a 10mhz cpu inside the snes,carmec may would,ve used a raycasting engine in both snes wolf3D and pc doom??? If pc wolf3D uses a raycasting engine then imagine how much faster a bsp version of it for the pc will be,right??
Python super fanatics when they look at your "BSP node" class and finds no __iter__() or __next__() : 😫 (just a silly meme, if it isn't going to help, it's just better to avoid adding more stuff)
The BSP tree was an ingenious idea that really doom wouldnt exist without. Cool to see all this implemented, and explained well even if it is a lot to digest.
Before BSP, Romero broke the engine completely by simply making a square stairs going down into itself (like the start of E1M1). It got stuck in an infinite loop of stairs.
Much as I appreciate it, I'd prefer to use quake or valves bsp for levels if chose to make similar engine.
actually there other ways to do that (for instance portal + Tree), but this was an excellent way to do that w/o the extra work of the map designers
This is absolutely amazing...never thought i'd see such an in-depth video explaining how the doom engine works in such detail.
Was waiting for this! Great work
9:37 fascinating and beautiful…thanks for yet another remarkable coding session today!
I am really thankful to you men.this series a integral moment to develop my system level skills with clever data structures and algorithms applied from scratch.
I’m learning so much with your code. Can’t wait for the next part.
fantastic series so far, look forward to watching them all
Coder Space is the kind of guy who gives you GPS coordinates when you ask him for the closest bakery :D
I'm kidding, I could listen to u doing maths all day long. That's magic, thank u.
Next topic : Quake engine LOL good luck, carmack lost his mind doing it, he could not sleep at night, based on what Abrash wrote in his 3d book ;)
I punched myself twice to check if I dreaming r not!! Wow, so quick in video release!! Love you for this!!
punch yourself a couple more times. i need more vids.
That’s just awesome. I had no idea how that worked.
Up to the five minute mark, my mind was keeping up. Thanks to your explanation, I was able to stay "Interested".
Brilliant algorithmic approaches are always fun to practice. Nowadays, everything is just a thick layer of wrappers on top of other random wrappers that depend on other random wrappers. I'm looking forward to watch the collapse of the spaghetti system in its entirety when things get deprecated and out of sync here and there. Nobody wants to fix that crap AND realistically it's too big of a mess to clean up within a reasonable amount of time anyway.
You are freaking amazing dude. Thanks for the video.
I always love when this guy uploads, I just wish he would get more views
Excellent. Really enjoyed. Thanks
This guy does things that no sane person would do in python. It's amazing. Although it would be better if he didn't use the tts
Great video! Looking forward to the next
It motivates me to unravel this language more, thanks for this
8:53 wow…I told myself “wouldn’t it be funny if I typed 1 instead of i? Next time, I got a weird incomplete rendering of the map because I did in fact type 1 instead of i 😶
30 years of progress in hardware has resulted in us being able to write something that was only possible with brilliant engineering in C to be able to be written in Python.
This is motivating me into studying coding
here's a quick note if you don't know already, dooms logic runs at 35 FPS, and frames are called "gametics" in code
Very digestible video about BSP. Wonder how it works in stuff like half life 2. I guess expanded to fully 3D space.
As I know, BSP in HL2 is used just as additional acceleration structure, not for determining the drawing order.
hahahah binary search tree for doom super fun and intresting
Is this just text to speech?
Yes
No it’s Coder Space
No i think he just sped up his voice
Put it on .75
I think it is, but it doesn't make the video bad
lol, I nearly thought that was Master of Puppets XD
Incredibile thank you!
This video is narrated by a synthetic voice, for those that didn't notice - not necessarily an AI generated voice, but definitely a generated/synthesized voice.
try breadth first search closest grid cells first plane ray casting, its just a dot product between the normalized plane (a,b,c|d) and sphere center (x,y,z|1), even if you do each plane ray separately (not plane ray angle limits to speed things up)
the grid square cells (2d/3d) are automatic binary space partition effect
its also real time, not off-line like doom bsp
dealing with each plane ray separately is equivalent to DDA in a square cell grid
just place each wall/object to be a member of any number of cells, to be intersected in real time by the plane ray dot product (each object/wall has a radius of the boundary volume sphere)
this whole algorithm implements the bsp algorithm but different logic, same end result
Narrated by an AI text-to-speech voice.
At 2:20 I think the line #24 has the opposite condition written
my map is mirrored and rotated 180 degrees when I run the game and I do not know how to fix it
This is an amazing playlist, I'm coding along and loving it!!!
I have 2 questions:
1) Can I easily adapt the python code what we are developing here to work with Heretic and Hexen?
2) Can I create more levels using Slade or Doom Builder and have it to work on this custom doom engine?
this has only been tested with wad files from DOOM 1 and 2
@@CoderSpaceChannel hmmm, I'm gonna test Heretic WAD by end of this month
Why the speech synth?
Fallout 4 reference
I hope this series ends with Wolfenstein's "Yeah!!!". No one has made a more satisfying game ending
How have you changed the name of your windows C drive?? Love your vids
Can you make a complete python course for beginners to master, I would be very thankful, as well as full pygame tutorial
I definitely get kind of lost on python the language. Its kind of weird vs something like C
Great video! Happy pi day.
Can I do the voiceover for your next script?
Python can overcome these limitations.
Seems the root node is different in my wad, from bfg edition. Can anyone else verify or can someone put the node values from demo wad to verify? It denotes the same vertical it seems so maybe the changed due to longer line def visibility?
indeed, the partition line of the root node in the paid version is different from the shareware
It to fast for me to keep up and if i pause it to write i lose track of what your saying
If you were to move the player up outside of the node it's currently in, is it normal that the player no longer lies inside a bounding box? I'm using the wad from The Ultimate DOOM on Steam
How do you record/generate those code writing shots? I suspect that you dont just write code that fast live while recording. Or you rewrite it after just for the shot?
it's a tricky technique
Maybe they record themselves backspacing the code then have the video play backwards :D
Huh,are you telling me that if the snes didn’t had a slow cpu that john carmec never would,ve discovered bsp and thus never used the bsp engine in pc doom???
I tout that pc doom uses a raycasting engine,
BUT if this is true then we can say that nintendo did had it’s far far far influance in doom by lettin carmec decide to use bsp in doom ibstead rather then raycasting,all because of the slow snes cpu in wich carmec wanted to port wolf3D to ?
So if nintendo would,ve opted for a 10mhz cpu inside the snes,carmec may would,ve used a raycasting engine in both snes wolf3D and pc doom???
If pc wolf3D uses a raycasting engine then imagine how much faster a bsp version of it for the pc will be,right??
Do you want to shoot a video tutorial on Pacman?
👍
Stand alone coder, ты? да ну
Are you always stopping and typing or do you just access the google drive folder?
Does this count as a source port?
sounds like AI speech
Because it is sherlock holmes
Or its because he sped up the footage
Python super fanatics when they look at your "BSP node" class and finds no __iter__() or __next__() : 😫
(just a silly meme, if it isn't going to help, it's just better to avoid adding more stuff)
wat
I enjoy this, but the text to speech is obvious and pretty bad
OMFG trying to listen to a video with music blasting in the background is so irritating
Wannabe panen
You’re amazing
wah-finstein
👍