Skip to content

unique_copy() error #15

@sisyphusman

Description

@sisyphusman
1 2

unique_copy (output.begin(), output.end(), std::back_insert_iteratorstd::string(_justDialogue),
[](char a,char b)

=> a = -30 , b = -128

The value comes in like this, and there's an error here

srt 1 00:00:00,000 --> 00:00:06,719

I'm going to use a few terms throughout this video that not everyone might understand.

2
00:00:06,719 --> 00:00:10,960
A plane is a mathematical term for a square or rectangle.

3
00:00:10,960 --> 00:00:14,560
This is mostly the walls, ceiling and floor.

4
00:00:14,560 --> 00:00:19,519
Vertices are the corners of said planes, the singular being vertex.

5
00:00:19,519 --> 00:00:23,519
Polygons are another term for surfaces derived from computer science rather than maths.

6
00:00:23,519 --> 00:00:26,519
It's going to be used interchangeably with plane.

7
00:00:26,559 --> 00:00:31,160
To do something recursively means a process must repeat itself over and over until an

8
00:00:31,160 --> 00:00:33,399
end goal is met to solve a problem.

9
00:00:33,399 --> 00:00:37,079
A data type is a way data is classified in programming.

10
00:00:37,079 --> 00:00:43,000
For example, a string, which are words or a series of letters, and int, which is an

11
00:00:43,000 --> 00:00:44,960
integer, a typical number.

12
00:00:44,960 --> 00:00:50,200
There are different kinds of numbers as well, such as float for precise decimal numbers,

13
00:00:50,200 --> 00:00:53,039
and long for, well, long numbers.

14
00:00:53,039 --> 00:01:02,039
Of the total size of the games industry today, around 20% are games within the shooter genre.

15
00:01:02,039 --> 00:01:07,760
Around a fifth of games in this $300 billion industry are shooters, most of them being

16
00:01:07,760 --> 00:01:09,480
first person shooters.

17
00:01:09,480 --> 00:01:14,379
The amount of money generated by and riding on the success of this singular genre in this

18
00:01:14,379 --> 00:01:16,359
industry is stupefying.

19
00:01:16,359 --> 00:01:21,200
The first person shooter as developed early on was a huge departure from every other kind

20
00:01:21,200 --> 00:01:23,560
of game that existed at the time.

21
00:01:23,560 --> 00:01:28,159
Games at the time, PC games especially, were often slow or methodical.

22
00:01:28,159 --> 00:01:34,040
The personal computer platform was known for careful and considered games, turn-based strategy,

23
00:01:34,040 --> 00:01:37,520
grand RPGs with a slowly unfolding world.

24
00:01:37,520 --> 00:01:41,240
Often times these games would be indistinguishable from a spreadsheet.

25
00:01:41,240 --> 00:01:43,600
Action was the realm of console gaming.

26
00:01:43,600 --> 00:01:47,640
Platformers were the most immediate real-time action-packed games available, and besides

27
00:01:47,640 --> 00:01:52,340
notable games like Duke Nukem and Commander Keen, people didn't really play those kind

28
00:01:52,340 --> 00:01:54,319
of action games on PC.

29
00:01:54,319 --> 00:01:57,319
This was until the advent of the first person shooter.

30
00:01:57,319 --> 00:02:01,299
Suddenly people were hit with this visceral representation of violence.

31
00:02:01,299 --> 00:02:03,599
They represented something which films could not.

32
00:02:03,599 --> 00:02:06,439
You inhabit a world through the lens of the character.

33
00:02:06,439 --> 00:02:10,920
You are closer to the action hero than ever before in any medium in history.

34
00:02:10,920 --> 00:02:16,199
What is widely agreed upon as the first first person shooter ever is Maze War, developed

35
00:02:16,199 --> 00:02:20,799
in 1973, that's the same year Britain joined the European Union, Dark Side of the Moon

36
00:02:20,799 --> 00:02:24,199
was released, and the United States announced it would withdraw from Vietnam.

37
00:02:24,199 --> 00:02:28,759
It was developed for NASA computers by Steve Colleade, Greg Thompson and Howard Palmer.

38
00:02:28,759 --> 00:02:31,679
It was constructed with simple wireframe graphics.

39
00:02:31,679 --> 00:02:36,120
People had the idea of adding multiple players using networking, then connecting over the

40
00:02:36,120 --> 00:02:37,120
ARPANET.

41
00:02:37,120 --> 00:02:38,120
Then it took off.

42
00:02:38,120 --> 00:02:40,799
We saw other first person shooter games after that point.

43
00:02:40,800 --> 00:02:46,600
Spasm or Space Sim in 1974, Battlezone for arcades in 1980.

44
00:02:46,600 --> 00:02:51,520
Besides these few examples, for the majority of the decades following its inception, the

45
00:02:51,520 --> 00:02:56,000
first person perspective was known mostly for its association with the role playing

46
00:02:56,000 --> 00:02:58,320
genre, for example games like Ultima.

47
00:02:58,320 --> 00:03:03,520
Now, first person shooting did technically exist, but you were merely shooting projectiles

48
00:03:03,520 --> 00:03:04,520
at your friends.

49
00:03:04,520 --> 00:03:08,439
You weren't inhabiting a character, you weren't the action hero fighting bad guys,

50
00:03:08,439 --> 00:03:11,359
That was until Wolfenstein 3D.

51
00:03:11,359 --> 00:03:17,000
id Software was founded in 1991 by four former soft disk employees, John and Adrian Carmack,

52
00:03:17,000 --> 00:03:21,240
no relation they just happened to have the same name, Tom Hall and John Romero.

53
00:03:21,240 --> 00:03:24,000
This was the same year the Soviet Union fell.

54
00:03:24,000 --> 00:03:26,340
Carmack is going to be more important later on.

55
00:03:26,340 --> 00:03:31,199
They originally began with a Mario clone named Dangerous Dave before the company was officially

56
00:03:31,199 --> 00:03:32,199
founded.

57
00:03:32,199 --> 00:03:35,560
This was mainly to show off the beginnings of John Carmack's technical wizardry, encoding

58
00:03:35,560 --> 00:03:38,560
an efficient 2D side scrolling graphics renderer.

59
00:03:38,560 --> 00:03:43,780
The early 90s, when everything was a dark and edgy statement, the satanic inversion

60
00:03:43,780 --> 00:03:46,539
between PC and console was no exception.

61
00:03:46,539 --> 00:03:49,560
PC graphics using software rendering were terrible.

62
00:03:49,560 --> 00:03:54,900
John Carmack developed his adaptive tile refresh for the PC to compete with the raw computational

63
00:03:54,900 --> 00:03:58,599
power of the Super Nintendo, a true beast.

64
00:03:58,599 --> 00:04:02,240
Adaptive tile refresh meant that slightly more of the game world could be included in

65
00:04:02,240 --> 00:04:04,640
the screen buffer, just outside of view.

66
00:04:04,640 --> 00:04:07,360
This meant they could render smooth 2D scrolling.

67
00:04:07,360 --> 00:04:11,400
It also made the sprite animations independent from screen scrolling.

68
00:04:11,400 --> 00:04:16,120
This little bit of code magic powered their games, including the Commander Keen series.

69
00:04:16,120 --> 00:04:20,520
The Commander Keen series was spread through shareware, with subsequent episodes releasing

70
00:04:20,520 --> 00:04:24,340
over the next year or so for purchase from Apogee, their publisher.

71
00:04:24,340 --> 00:04:29,280
This shareware model would be important because it would be used in their subsequent games.

72
00:04:29,280 --> 00:04:33,200
Speaking of subsequent games…

73
00:04:33,279 --> 00:04:36,879
Wolfenstein 3D began development in 1991.

74
00:04:36,879 --> 00:04:42,199
It would use the raycasting technique earlier employed in id's Catacomb 3D.

75
00:04:42,199 --> 00:04:47,079
Raycasting was a rendering technique necessitated again by the limited processing power of PCs

76
00:04:47,079 --> 00:04:48,079
at the time.

77
00:04:48,079 --> 00:04:51,319
PC master race just can't stop losing.

78
00:04:51,319 --> 00:04:55,800
PCs almost all used software rendering, rather than a dedicated graphics chip.

79
00:04:55,800 --> 00:05:00,879
The shareware model involved getting the game on as many PCs as possible.

80
00:05:00,879 --> 00:05:03,079
Raycasting was the solution to help them do this.

81
00:05:03,079 --> 00:05:07,479
Raycasting allowed their game to run on basically any PC.

82
00:05:07,479 --> 00:05:11,740
Raycasting means you're able to draw only the surfaces which are in the player's field

83
00:05:11,740 --> 00:05:12,740
of view.

84
00:05:12,740 --> 00:05:15,000
This helped massively in saving processing power.

85
00:05:15,000 --> 00:05:16,000
But how does it work?

86
00:05:16,000 --> 00:05:21,519
In effect, a ray is cast, from the player to the geometry, to the nearest object blocking

87
00:05:21,519 --> 00:05:22,519
its path.

88
00:05:22,519 --> 00:05:25,839
In Wolfenstein, none of the levels were truly 3D.

89
00:05:25,839 --> 00:05:28,799
Every level was drawn out on a flat 2D plane.

90
00:05:28,800 --> 00:05:34,120
The program scans horizontally, checking that every pixel on the horizontal axis has something

91
00:05:34,120 --> 00:05:35,120
drawn in it.

92
00:05:35,120 --> 00:05:39,480
If there's nothing drawn in a position, a pixel column will be drawn out.

93
00:05:39,480 --> 00:05:43,699
This is simplified from the process of ray tracing, where this process is done for every

94
00:05:43,699 --> 00:05:46,600
single pixel, rather than every pixel column.

95
00:05:46,600 --> 00:05:51,040
The distance between the viewer, or the camera or player, they all have the same meaning,

96
00:05:51,040 --> 00:05:53,439
and the nearest piece of geometry, is obtained.

97
00:05:53,439 --> 00:05:58,400
The height of the pixel column is calculated using the distance from point of intersection

98
00:05:58,400 --> 00:06:00,880
in the direction the player is facing.

99
00:06:00,880 --> 00:06:04,440
It uses trigonometry to find this point of intersection.

100
00:06:04,440 --> 00:06:09,240
This effectively allowed them to give the illusion of distance, to render a 3D scene.

101
00:06:09,240 --> 00:06:14,620
This makes the process of rendering 3D much easier, as a line, that line being distance

102
00:06:14,620 --> 00:06:20,560
from player to geometry, directly transforms to a line, that being the height of the rendered

103
00:06:20,560 --> 00:06:21,560
column.

104
00:06:21,560 --> 00:06:24,480
This process is done multiple times every single second.

105
00:06:24,560 --> 00:06:29,360
The planes in the scene had been texture mapped, where an image is applied to a 3D surface.

106
00:06:29,360 --> 00:06:34,560
When the columns are drawn, they are really drawing slices of these wall textures at different

107
00:06:34,560 --> 00:06:35,560
sizes.

108
00:06:35,560 --> 00:06:40,319
The height of the column being drawn is smaller when the plane, that being the wall, is further

109
00:06:40,319 --> 00:06:41,319
away from you.

110
00:06:41,319 --> 00:06:45,879
The textures are scaled appropriately to the size of the wall, relative to the player.

111
00:06:45,879 --> 00:06:49,319
This gave the world of Wolfenstein so much believability for the time.

112
00:06:49,319 --> 00:06:52,839
You were no longer just navigating wireframe mazes.

113
00:06:52,839 --> 00:06:57,959
You were an action hero, BJ Blazkowicz, infiltrating a Nazi castle.

114
00:06:57,959 --> 00:07:00,920
The walls were adorned with flags of the German Reich.

115
00:07:00,920 --> 00:07:03,199
You felt closer to the world than ever before.

116
00:07:03,199 --> 00:07:06,240
You were interacting with a true 3D space.

117
00:07:06,240 --> 00:07:08,500
This process was, however, flawed.

118
00:07:08,500 --> 00:07:13,279
In Wolfenstein 3D, there was no verticality at all, no difference in elevation, only the

119
00:07:13,279 --> 00:07:16,800
walls had texture, the ceiling and floor had to be flat colours.

120
00:07:16,800 --> 00:07:20,680
If they wanted texture on the ceiling and floor, they would have had to add horizontal

121
00:07:20,680 --> 00:07:21,680
scanlines.

122
00:07:21,680 --> 00:07:24,079
You were still ultimately navigating a maze.

123
00:07:24,079 --> 00:07:27,879
A colourful maze with Nazis in it, but a maze nonetheless.

124
00:07:27,879 --> 00:07:31,319
Wolfenstein 3D was released in May 1992.

125
00:07:31,319 --> 00:07:34,960
The sequel, Spear of Destiny, was released later in the same year.

126
00:07:34,960 --> 00:07:39,560
While the rest of the id team was working on Spear of Destiny, John Carmack, the ascetic,

127
00:07:39,560 --> 00:07:42,560
high priest of technology, locked himself away to study.

128
00:07:42,560 --> 00:07:47,199
He would brainstorm the revolutionary tech that would power their next massive game,

129
00:07:47,199 --> 00:07:51,480
the next game that the rest of the team would start working on in September 1992.

130
00:07:51,480 --> 00:07:56,079
It would be something inspired by evil dead, brutal and violent.

131
00:07:56,079 --> 00:08:02,040
The name, Green and Pissed, was ultimately passed up for the much snappier Doom.

132
00:08:02,040 --> 00:08:08,000
Doom would launch in 1993, the game would truly be able to transport you into a world.

133
00:08:08,000 --> 00:08:10,620
The levels truly felt like places.

134
00:08:10,660 --> 00:08:16,100
The architecture of Doom consisted of supernatural science facilities, with Giger-esque and hellish

135
00:08:16,100 --> 00:08:17,740
environments as well.

136
00:08:17,740 --> 00:08:23,060
The enemies were a combination of horror and sci-fi with cybernetically enhanced demons.

137
00:08:23,060 --> 00:08:27,959
The architecture, over the top setting and violence was inspired by films such as Evil

138
00:08:27,959 --> 00:08:29,180
Dead and Alien.

139
00:08:29,180 --> 00:08:34,620
The floors could now be angled, they could now have multiple levels with stairs and elevators.

140
00:08:34,620 --> 00:08:38,120
Tools of toxic fluid surrounded these risen platforms.

141
00:08:38,120 --> 00:08:40,220
It was truly 3D.

142
00:08:40,220 --> 00:08:41,540
But it wasn't really.

143
00:08:41,540 --> 00:08:46,180
They were yet to achieve the full 6 degrees of freedom that John Romero wanted.

144
00:08:46,180 --> 00:08:47,899
This wouldn't happen until Quake.

145
00:08:47,899 --> 00:08:51,700
Rumours couldn't be stacked on top of each other, there was no vertical aim, the game

146
00:08:51,700 --> 00:08:54,779
was entirely played on the horizontal axis.

147
00:08:54,779 --> 00:08:58,560
The thing is, vertical aim was actually possible at the time.

148
00:08:58,560 --> 00:09:02,860
They could have limited the enemies' vertical hitboxes to the size of the sprite, but they

149
00:09:02,860 --> 00:09:03,860
didn't.

150
00:09:03,860 --> 00:09:06,620
Not because they couldn't, but to save processing power.

151
00:09:06,620 --> 00:09:09,779
You see, Doom was still using software rendering.

152
00:09:09,819 --> 00:09:13,939
This shareware model relied on getting their games on as many computers as possible, like

153
00:09:13,939 --> 00:09:14,939
I said.

154
00:09:14,939 --> 00:09:18,740
It was essentially the beginning of the free to play game model we have today.

155
00:09:18,740 --> 00:09:22,980
They aimed for the IBM PC, for machines running DOS.

156
00:09:22,980 --> 00:09:27,480
They had to sell their game to university students and wagies who were bored at work

157
00:09:27,480 --> 00:09:29,500
so they could run office tournaments.

158
00:09:29,500 --> 00:09:33,860
They didn't calculate the enemies' vertical hitbox so that they could save memory.

159
00:09:33,860 --> 00:09:38,419
They didn't want to give the enemies' hitboxes a height value, just have another factor to

160
00:09:38,419 --> 00:09:39,419
calculate.

161
00:09:39,459 --> 00:09:43,059
These levels were drawn on a 2D plane, like Wolfenstein.

162
00:09:43,059 --> 00:09:46,099
Just this time, the map creator is quite different.

163
00:09:46,099 --> 00:09:50,659
The ground is divided into sectors, this will be very important later.

164
00:09:50,659 --> 00:09:55,139
Each sector has two associated values, ceiling height and floor height.

165
00:09:55,139 --> 00:09:59,099
Well, it has several associated values, but those are two important ones.

166
00:09:59,099 --> 00:10:03,339
This is also why one room could not be placed above another and why every surface had to

167
00:10:03,339 --> 00:10:06,339
be made out of a flat square or rectangle.

168
00:10:06,340 --> 00:10:10,500
Another reason that vertical aim couldn't have worked is due to how the texture mapping

169
00:10:10,500 --> 00:10:11,500
worked.

170
00:10:11,500 --> 00:10:16,060
One game that did have vertical aim and levels on top of each other, before Quake and not

171
00:10:16,060 --> 00:10:19,420
that long after Doom, was Bungie's Marathon.

172
00:10:19,420 --> 00:10:22,820
And look what happens when you look up and down in that game.

173
00:10:22,820 --> 00:10:25,379
The textures start to distort.

174
00:10:25,379 --> 00:10:29,379
This is because the game, like Doom, uses affine texture mapping.

175
00:10:29,379 --> 00:10:34,780
This, like many of the other methods, was done to save memory on the processor by taking

176
00:10:34,779 --> 00:10:37,139
advantage of CPU caching.

177
00:10:37,139 --> 00:10:43,699
Basically, what happens is that texture coordinates are linearly interpolated, using screen space

178
00:10:43,699 --> 00:10:49,699
distance between vertices, rather than the actual 3D in-engine distance between them.

179
00:10:49,699 --> 00:10:54,000
The distance between points on a plane remains the same when you look up and down.

180
00:10:54,000 --> 00:10:58,379
What this means is that perspective when looking up and down is not accounted for.

181
00:10:58,379 --> 00:11:02,240
You know how pixels on a texture start to warp as you get closer?

182
00:11:02,240 --> 00:11:07,639
It looks like a straight line from far away begins to turn inward as closer pixels get

183
00:11:07,639 --> 00:11:11,399
larger, while more distant pixels get smaller.

184
00:11:11,399 --> 00:11:17,279
This doesn't happen in Doom, because accounting for perspective is taxing on 90s computers.

185
00:11:17,279 --> 00:11:21,539
You know how the game only draws things in columns to save processing time?

186
00:11:21,539 --> 00:11:25,840
They'd have had to do vertical scans as well as horizontal scans.

187
00:11:25,840 --> 00:11:32,080
Newer ports of Doom with newer rendering engines made for new hardware like GZDoom obviously

188
00:11:32,920 --> 00:11:33,920
don't have this limitation.

189
00:11:33,920 --> 00:11:37,960
As such, they use more current texture mapping and don't have this issue.

190
00:11:37,960 --> 00:11:40,720
But all of these concessions weren't enough.

191
00:11:40,720 --> 00:11:45,560
John Carmack's coding brilliance met its most devious enemy yet.

192
00:11:45,560 --> 00:11:46,560
Stairs.

193
00:11:46,560 --> 00:11:51,720
John Romero came out with a really way-out and strange idea on his early incarnation

194
00:11:51,720 --> 00:11:52,720
of E1M2.

195
00:11:52,720 --> 00:11:58,720
Yes, he wanted to mix things up with the earth-shattering invention of stairs.

196
00:11:58,720 --> 00:12:03,600
You see, just raycasting alone wasn't enough to efficiently optimise the game.

197
00:12:03,600 --> 00:12:07,680
Raycasting saves memory by only rendering things which are visible to the player.

198
00:12:07,680 --> 00:12:12,519
However, surfaces on the inside of these stairs were visible to the existing algorithm.

199
00:12:12,519 --> 00:12:15,320
Thus, they were drawn when they shouldn't have been.

200
00:12:15,320 --> 00:12:20,360
You see, for 3D rendering to not waste performance, they need to draw as few surfaces, as few

201
00:12:20,360 --> 00:12:21,840
planes as possible.

202
00:12:21,840 --> 00:12:27,639
This necessitates occlusion culling, or visible surface determination, or backface culling.

203
00:12:27,679 --> 00:12:33,319
Basically, the renderer should only draw what is in the player's field of view.

204
00:12:33,319 --> 00:12:37,080
There need to be absolutely no overdraw whatsoever.

205
00:12:37,080 --> 00:12:43,080
Adding height as a variable, such as with Romero's stairs, requires a much more sophisticated

206
00:12:43,080 --> 00:12:49,000
algorithm than was present in Wolfenstein, and in id's existing rendering engine.

207
00:12:49,000 --> 00:12:53,240
There are many different rendering algorithms out there, it seems that we need to dip into

208
00:12:53,240 --> 00:12:58,680
the hypothetical algorithms to start trawling the literature for some better algorithms.

209
00:12:58,680 --> 00:13:00,440
Let's explore some of the options.

210
00:13:00,440 --> 00:13:04,120
There's the painter's algorithm, named so because, like in a painting, the background

211
00:13:04,120 --> 00:13:07,000
is rendered first with detail layered on top.

212
00:13:07,000 --> 00:13:10,960
Basically, the polygons are sorted by their distance from the viewer, and the more distant

213
00:13:10,960 --> 00:13:14,759
polygons are rendered first, and the closest polygon is rendered last.

214
00:13:14,759 --> 00:13:17,399
It is easily the most simple solution.

215
00:13:17,399 --> 00:13:24,159
It was developed in 1972, the year MASH started, as an easy to implement solution for CAD.

216
00:13:24,159 --> 00:13:29,399
It also has the worst possible case for space complexity, meaning it takes up as much memory

217
00:13:29,399 --> 00:13:31,819
as an algorithm possibly could.

218
00:13:31,819 --> 00:13:34,639
Every single surface in the field of view is drawn.

219
00:13:34,639 --> 00:13:37,120
Obviously, this isn't a good fit.

220
00:13:37,120 --> 00:13:41,399
It's more of an example from the early days of exactly what not to do.

221
00:13:41,399 --> 00:13:43,039
There's also Warnock's algorithm.

222
00:13:43,240 --> 00:13:47,439
John Warnock was the founder of Adobe, and this algorithm originated in his doctoral

223
00:13:47,439 --> 00:13:52,879
thesis in 1969, the year man landed on the moon and In the Court of the Crimson King

224
00:13:52,879 --> 00:13:53,879
was released.

225
00:13:53,879 --> 00:13:57,899
Essentially, it recursively subdivides the screen into four parts.

226
00:13:57,899 --> 00:14:01,839
What this means is it splits the screen into four windows and splits each window into four

227
00:14:01,839 --> 00:14:02,959
smaller windows.

228
00:14:02,959 --> 00:14:08,000
It does this again and again until each window is trivial to render, meaning it has only

229
00:14:08,000 --> 00:14:10,719
one or zero polygons present.

230
00:14:10,720 --> 00:14:14,960
The algorithm also checks if multiple polygons are within one window.

231
00:14:14,960 --> 00:14:19,040
If the closest polygon covers the whole window, then it is drawn.

232
00:14:19,040 --> 00:14:23,440
This is more efficient than Painter's algorithm as it renders front to back, but it's still

233
00:14:23,440 --> 00:14:25,160
not very well suited.

234
00:14:25,160 --> 00:14:30,800
It will eventually keep subdividing to a ridiculous degree, to the point where a window is smaller

235
00:14:30,800 --> 00:14:31,800
than a pixel.

236
00:14:31,800 --> 00:14:34,399
Yeah, this ain't a good fit for a game.

237
00:14:34,399 --> 00:14:38,180
You could do a z-buffer for every pixel you want to draw, check if there's anything in

238
00:14:38,180 --> 00:14:39,180
front of it.

239
00:14:39,180 --> 00:14:40,740
And check on every single pixel?

240
00:14:40,740 --> 00:14:42,740
Yeah, there's no chance in hell.

241
00:14:42,740 --> 00:14:47,700
The final solution does kinda use a z-buffer, but it doesn't do that check on every single

242
00:14:47,700 --> 00:14:50,780
pixel, it finds a much more efficient way to do it.

243
00:14:50,780 --> 00:14:51,780
No.

244
00:14:51,780 --> 00:14:57,820
In order to truly revolutionize not just gaming, but 3D graphics forever, our protagonist,

245
00:14:57,820 --> 00:15:03,340
John Carmack, needs to go to a much more inspired source, something that hadn't actually been

246
00:15:03,340 --> 00:15:04,960
implemented before.

247
00:15:04,960 --> 00:15:06,960
Something he'd just read in a white paper.

248
00:15:06,960 --> 00:15:07,960
Just a concept.

249
00:15:07,960 --> 00:15:13,019
Yes, how common is it in gaming to see people run into optimization issues and seek out

250
00:15:13,019 --> 00:15:17,259
a white paper to solve their problem, because nobody else had done it before?

251
00:15:17,259 --> 00:15:19,139
Yes, that's Carmack for you.

252
00:15:19,139 --> 00:15:23,720
We needed a renderer that would draw objects closest to the player to furthest away until

253
00:15:23,720 --> 00:15:27,580
every pixel was written to, that had no overdraw.

254
00:15:27,580 --> 00:15:32,879
The solution was in a 1980 white paper, as the same year Genesis released the reclaimed

255
00:15:32,879 --> 00:15:36,580
album, Duke, where they really came into their own.

256
00:15:37,960 --> 00:15:45,820
This 1980 white paper by Bruce Nailup was given the humble title, On Visible Surface

257
00:15:45,820 --> 00:15:49,060
Generation by Apriori Tree Structures.

258
00:15:49,060 --> 00:15:55,460
It described a rendering model we know as Binary Space Partitioning, or BSP for short.

259
00:15:55,460 --> 00:15:58,700
This was the method that would change gaming for years.

260
00:15:58,700 --> 00:16:02,300
This wasn't the first time Binary Space Partitioning was alluded to.

261
00:16:02,300 --> 00:16:08,520
A 1969 study by the Air Force of the good ol' US of A alluded to the use of partitioning

262
00:16:08,520 --> 00:16:12,000
3D scenes to solve the visible surface problem.

263
00:16:12,000 --> 00:16:17,340
The study was conducted to determine the viability of 3D for flight simulation.

264
00:16:17,340 --> 00:16:21,380
We can thank the armed forces of the United States for giving us doom.

265
00:16:21,380 --> 00:16:24,900
They explored using a matrix to track which objects are occluded.

266
00:16:24,900 --> 00:16:29,160
These of course wouldn't do so well as the size of the matrix would need to be the square

267
00:16:29,160 --> 00:16:31,760
of the number of objects in a scene.

268
00:16:31,759 --> 00:16:33,620
That wouldn't scale very well.

269
00:16:33,620 --> 00:16:39,200
It wasn't until 1980 that Binary Space Partitioning was properly realized in the white paper that

270
00:16:39,200 --> 00:16:43,860
would reach John Carmack alongside its core tenant, the binary tree.

271
00:16:43,860 --> 00:16:46,740
But what is Binary Space Partitioning anyway?

272
00:16:46,740 --> 00:16:48,779
Well, the name gives you a clue.

273
00:16:48,779 --> 00:16:52,080
Is partitioning space in a 3D environment?

274
00:16:52,080 --> 00:16:54,939
This is done using a BSP tree.

275
00:16:54,939 --> 00:16:57,100
What is a BSP tree you may ask?

276
00:16:57,100 --> 00:17:02,040
In computer science, a tree is a data structure used as a mathematical model for displaying

277
00:17:02,040 --> 00:17:03,560
certain data types.

278
00:17:03,560 --> 00:17:08,720
It's separated into nodes with parent nodes that have child nodes.

279
00:17:08,720 --> 00:17:13,279
BSP uses binary trees, binary essentially meaning two.

280
00:17:13,279 --> 00:17:18,759
A binary tree is a tree where there are two or less child nodes stemming from any given

281
00:17:18,759 --> 00:17:20,559
parent, from any node.

282
00:17:20,559 --> 00:17:23,380
There are never more than two child nodes.

283
00:17:23,380 --> 00:17:28,160
This is as opposed to a non-binary tree, which is a tree that has dyed hair and a gender

284
00:17:28,160 --> 00:17:29,320
studies degree.

285
00:17:29,320 --> 00:17:34,800
The data stored in the nodes of the binary tree are the sub-sectors of the map.

286
00:17:34,800 --> 00:17:39,640
Sub-sectors being smaller parts of those map sectors I spoke about earlier.

287
00:17:39,640 --> 00:17:45,360
Remember, each map is designed on a flat 2D map editor, with each sector having associated

288
00:17:45,360 --> 00:17:46,600
height values.

289
00:17:46,600 --> 00:17:51,880
The genius is that the map is sliced up via binary space partitioning after the map is

290
00:17:51,880 --> 00:17:52,880
built.

291
00:17:52,880 --> 00:17:58,580
Hard work is done when the map is created, rather than by the processor at runtime while

292
00:17:58,580 --> 00:18:00,340
the player is playing the game.

293
00:18:00,340 --> 00:18:06,180
The map is already split, already partitioned when the player loads it, reducing processing

294
00:18:06,180 --> 00:18:07,840
needed at runtime.

295
00:18:07,840 --> 00:18:12,980
To create the binary tree, a root node is established covering the whole map.

296
00:18:12,980 --> 00:18:19,460
After this, the map is recursively subdivided along every plane until only convex sub-sectors

297
00:18:19,460 --> 00:18:20,460
are left.

298
00:18:20,480 --> 00:18:24,120
The sectors are carved into smaller sub-sectors.

299
00:18:24,120 --> 00:18:28,900
The entire map is essentially cut in two along every single wall.

300
00:18:28,900 --> 00:18:33,799
Every time the map is cut in half, the two halves are added as nodes at the bottom of

301
00:18:33,799 --> 00:18:34,840
the tree.

302
00:18:34,840 --> 00:18:40,400
By the end, you're left with a tree where each node at the bottom of the tree represents

303
00:18:40,400 --> 00:18:42,000
a distinct sub-sector.

304
00:18:42,000 --> 00:18:45,539
Remember, this tree is entirely conceptual.

305
00:18:45,539 --> 00:18:47,500
It doesn't actually exist.

306
00:18:47,519 --> 00:18:52,920
So long as the planes don't move – vertical movement is accepted from this because vertical

307
00:18:52,920 --> 00:18:57,960
movement is a separate value – the same BSP tree can be used.

308
00:18:57,960 --> 00:19:03,480
Doom's BSP tree generation was done after levels were complete and would search for

309
00:19:03,480 --> 00:19:09,000
the best possible tree, that being the one that generates the fewest binary tree nodes.

310
00:19:09,000 --> 00:19:13,240
A binary search is performed to determine what sector the player is in.

311
00:19:13,259 --> 00:19:18,660
A binary search is when an array of pre-sorted data is searched through by continually halving

312
00:19:18,660 --> 00:19:19,660
said array.

313
00:19:19,660 --> 00:19:24,740
A search through a binary tree is, by its nature, a binary search, because every time

314
00:19:24,740 --> 00:19:29,079
you go down a node, you're removing half of the possibilities.

315
00:19:29,079 --> 00:19:33,859
After the player's sector is determined using this binary search, the sub-sectors

316
00:19:33,859 --> 00:19:38,279
are then sorted by their distance from the player – closest to furthest.

317
00:19:38,279 --> 00:19:42,279
The tree is iterated through to determine which planes to draw.

318
00:19:42,299 --> 00:19:47,220
The horizontal scanlines from raycasting are still used to track the parts of the screen

319
00:19:47,220 --> 00:19:48,859
that have been drawn over.

320
00:19:48,859 --> 00:19:53,619
This way they are able to render front to back and ensure that there is no overdraw.

321
00:19:53,619 --> 00:19:57,859
When each node is passed over in the iteration, a few things are checked.

322
00:19:57,859 --> 00:20:00,019
Has that area already been painted over?

323
00:20:00,019 --> 00:20:02,339
If so, don't bother drawing it.

324
00:20:02,339 --> 00:20:08,660
When a plane, polygon or wall is drawn, it is akin to a curtain being drawn left to right.

325
00:20:08,720 --> 00:20:14,200
To unveil an area, so to speak, whenever a curtain is seen by the player, it is unveiled

326
00:20:14,200 --> 00:20:16,040
from closest to the furthest.

327
00:20:16,040 --> 00:20:20,759
To be exact, it's the closest 256 walls that are displayed.

328
00:20:20,759 --> 00:20:26,240
Remember how height of the pixel columns drawn on screen depended on distance from the player?

329
00:20:26,240 --> 00:20:32,120
For Doom, this required determining the angle of both ends of every wall, relative to the

330
00:20:32,120 --> 00:20:33,440
player's field of view.

331
00:20:33,440 --> 00:20:38,580
In the early 90s, most processors didn't have dedicated floating-point capability.

332
00:20:38,599 --> 00:20:41,599
This is a float in programming, if you've ever heard of that.

333
00:20:41,599 --> 00:20:45,359
Basically a data type for very precise decimal numbers.

334
00:20:45,359 --> 00:20:51,659
The Doom engine had to use binary angle measurements, which avoid floats, and used a lookup table

335
00:20:51,659 --> 00:20:54,000
to determine the x coordinates.

336
00:20:54,000 --> 00:20:56,960
A lookup table is essentially a cheat sheet.

337
00:20:56,960 --> 00:21:02,359
Instead of the processor doing the maths itself, it just looks up the answer in this lookup table.

338
00:21:02,359 --> 00:21:08,559
They also used these angles for backface culling, with a simple and elegant piece of mathematics

339
00:21:08,559 --> 00:21:14,379
Backface culling basically means the renderer doesn't draw the inside of every polygon.

340
00:21:14,379 --> 00:21:18,099
It only draws the part on the outside that you actually see.

341
00:21:18,099 --> 00:21:23,339
The walls are rendered first as pixel columns from front to back, then the ceilings and

342
00:21:23,339 --> 00:21:25,819
floors using pixel rows.

343
00:21:25,819 --> 00:21:31,500
The objects such as barrels and enemies are rendered from the furthest to the closest.

344
00:21:31,500 --> 00:21:37,599
The ceilings and floors are determined using visplane underscore t, or visplanes.

345
00:21:37,600 --> 00:21:41,900
Plains were determined using height values within each sector.

346
00:21:41,900 --> 00:21:46,940
Visplanes are not constrained to single sectors, and will be continuous provided they all possess

347
00:21:46,940 --> 00:21:50,600
the same height, illumination and textures.

348
00:21:50,600 --> 00:21:53,180
Pixel rows are drawn top to bottom.

349
00:21:53,180 --> 00:21:59,080
One final thing you may wonder about Doom's graphics is why are all the enemies just pictures

350
00:21:59,080 --> 00:22:00,780
facing towards you?

351
00:22:00,780 --> 00:22:04,880
Probably something to do with them being what we call front-facing sprites.

352
00:22:04,880 --> 00:22:08,980
They're rendered last, and like I said, furthest to closest.

353
00:22:08,980 --> 00:22:11,340
That's the opposite order to the geometry.

354
00:22:11,340 --> 00:22:16,340
They are just pictures, taken from the data files and projected onto screen.

355
00:22:16,340 --> 00:22:18,840
Of course, they're a range of pictures.

356
00:22:18,840 --> 00:22:24,020
The one that is drawn depends on the player's location relative to the enemy, and the direction

357
00:22:24,020 --> 00:22:25,500
the enemy is facing.

358
00:22:25,500 --> 00:22:29,040
The enemies do actually have a full 3D hitbox.

359
00:22:29,040 --> 00:22:34,260
The pictures, as most fans know, are actually from real pictures taken of sculptures made

360
00:22:34,259 --> 00:22:35,400
by the artists.

361
00:22:35,400 --> 00:22:41,519
So, John Carmack was faced with a fierce issue in the problem of visible surface determination.

362
00:22:41,519 --> 00:22:46,759
He had to find a solution that was both incredibly fast and very accurate.

363
00:22:46,759 --> 00:22:53,000
BSP doesn't completely solve the visible surface determination problem, but it is one

364
00:22:53,000 --> 00:22:56,900
of the most reliable and efficient methods of optimisation.

365
00:22:56,900 --> 00:22:59,039
It saw massive acceptance.

366
00:22:59,039 --> 00:23:04,339
BSPs were evolved and made their way into Quake's dramatically improved game engine

367
00:23:04,339 --> 00:23:09,819
when they took on Michael Abrash and finally figured out the full six degrees of freedom.

368
00:23:09,819 --> 00:23:15,220
From there, it was in every FPS, and I mean all of them.

369
00:23:15,220 --> 00:23:16,859
Half-Life and Half-Life 2?

370
00:23:16,859 --> 00:23:17,859
Every Source game.

371
00:23:17,859 --> 00:23:19,819
Counter-Strike to Left 4 Dead.

372
00:23:19,819 --> 00:23:21,500
The Halo series used it.

373
00:23:21,500 --> 00:23:24,579
You know the Scarab from Halo 2 is actually a BSP object?

374
00:23:24,579 --> 00:23:27,980
Yes, it's a moving piece of level geometry.

375
00:23:27,980 --> 00:23:33,039
Many would say it's a sign of Carmack's genius that he took an idea from concept to

376
00:23:33,039 --> 00:23:34,839
mainstream solution.

377
00:23:34,839 --> 00:23:41,839
He did all this crazy work in between supercharging Ferraris and becoming a judo master.

378
00:23:41,839 --> 00:23:44,519
One time, he got locked inside a building.

379
00:23:44,519 --> 00:23:49,759
Instead of, say, waiting for security or calling a locksmith, he devised a brilliant solution.

380
00:23:49,759 --> 00:23:54,759
He'd luckily gone to a Renaissance Fair earlier, where he bought a medieval battle axe.

381
00:23:54,759 --> 00:23:58,779
Also, naturally, he smashed down the door with his mighty axe.

382
00:23:58,779 --> 00:24:01,539
He was rich so he could afford to get the door fixed.

383
00:24:01,539 --> 00:24:07,379
He truly is a unique figure in the gaming industry, and you can see why he's so highly

384
00:24:07,379 --> 00:24:08,379
respected.

385
00:24:08,379 --> 00:24:12,019
If you made it this far, comment, thank you John Carmack.

386
00:24:12,019 --> 00:24:17,700
The use of BSP trees has begun to be replaced over the last few years.

387
00:24:17,700 --> 00:24:20,740
Developers instead opt for things like static meshes.

388
00:24:20,740 --> 00:24:25,620
With more powerful hardware now, they can afford some level of overdraw.

389
00:24:25,620 --> 00:24:30,400
Other methods give artists more creative freedom and a much quicker workflow.

390
00:24:30,400 --> 00:24:36,420
BSP often leads to the distinct blocky look that many old games had.

391
00:24:36,420 --> 00:24:41,839
One could certainly argue that these technical limitations are what gave source maps and

392
00:24:41,839 --> 00:24:45,720
early 2000s maps in general their distinct charm.

393
00:24:45,720 --> 00:24:47,079
Their soul.

394
00:24:47,079 --> 00:24:54,079
With stark and distinct architectural choices, some magic is truly lost in busy modern day

395
00:24:54,079 --> 00:24:55,399
maps.

396
00:24:55,399 --> 00:25:01,119
Many new games have actually tried to go back to recreating these older, cleaner, more distinct

397
00:25:01,119 --> 00:25:02,119
visuals.

398
00:25:02,119 --> 00:25:07,639
BSP is still occasionally used today in prototyping levels for games, quickly blocking them out.

399
00:25:07,639 --> 00:25:11,279
It's of course still used in games such as Counter Strike Go.

400
00:25:11,279 --> 00:25:16,000
This was a big video, and naturally it took a bit of research, which I've provided links

401
00:25:16,000 --> 00:25:17,539
to in the description.

402
00:25:17,539 --> 00:25:23,960
If I got anything wrong, please feel free, in fact feel obligated, to call me out in

403
00:25:23,960 --> 00:25:24,960
the comments.

404
00:25:24,960 --> 00:25:31,359
Like, join the Discord server and subscribe with notifications on to join the nerd army

405
00:25:31,359 --> 00:25:33,000
and become a sigma male.

406
00:25:33,000 --> 00:25:34,799
Thanks for watching, goodbye.

407
00:26:03,000 --> 00:26:24,680
Bye.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions