THE VIDEO SHELF · software texture mapping
HandmadeCon 2016 - History of Software Texture Mapping in Games
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.
Why HN readers recommended it
HN recommends it for first-hand accounts of how early 3D games like Doom worked within tight hardware limits.
This is a summary from the source dataset, not an endorsement by Hacker News or the video creator.
Video & recommendation details
- Creator / channel
- Molly Rocket
- Topic
- software texture mapping
- Format
- talk
- Level
- advanced
- HN recommenders in dataset
- 2
- HN mentions in dataset
- 5
- Recommendation years in dataset
- 2021–2022
These counts and years describe the included Hacker News records; they are not YouTube views or the video’s publication date.
From the original HN conversations
Excerpts from the recorded comments. Follow each source for the full comment and surrounding discussion.
Some interesting related stuff in this talk: HandmadeCon 2016 - History of Software Texture Mapping in Games [VIDEO] I think they say at one point it went from 14 to 8 instructions, and then the Duke Nukem guy (Ken Silverman) got it down to around …
cma on Hacker News · 2021-11
In Ask HN: How were video games from the 90s so efficient?From the horses mouths (minus Abrash/Carmack) 'HandmadeCon 2016 - History of Software Texture Mapping in Games' [VIDEO] Wolfenstein and Doom are 100% correct because Carmack 'cheated' by deciding to never look down/up or draw slopes :-) so whole game is drawn with 'lines of constant …
rasz on Hacker News · 2021-12
In Building a PS1 style retro 3D renderer
Summaries, classifications and recommendation records are from the HackerTube source dataset. Read about this library and its limitations.