F.O.V. is 3D in Classic Doom games (Doom II example)

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Published on ● Video Link: https://www.youtube.com/watch?v=3FmB_vIsBPw



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A quick demo showing that an observer's field of view ('FOV') in Classic Doom games is 3D, and opaque surfaces along any axis can affect the ability to see a target. This is contrary to old misconceptions that a vertical dimension isn't a factor in target acquisition.

Doom II level 8, Tricks and Traps, is used for this demo. In the northern-most room there's a long and wide passage leading north. The east and west walls have large square holes or windows in them, each being some distance above the floor. The holes are the open ends of box-like spaces that contain Cacodemons, each facing toward the passage. (Some or all boxes have Cacodemons, depending on the chosen Skill level.)

A player walking down the center of the passage along its full length will be seen by every Cacodemon in both walls. However if you stay directly against either of the long walls while moving, you'll remain below the field of view of the Cacodemons in the near wall, and be seen only by those in the far wall.

Shown first are the wedge-shaped 'blind spots' for the enemies in the west side of the passage. The demo is then repeated starting from the east side.

See https://youtu.be/_lKZDTh39oM to watch this same demo in Automap mode.

This a video conversion of the .lmp file 3DFOV-D2 at ClassicDOOM.com:
https://classicdoom.com/odddemos.htm#3dfov-d2

0:00 - Start
0:05 - Only east-side enemies see player
0:15 - Restarting level
0:20 - Only west-side enemies see player
0:26 - Remaining enemies see player

This video is part of the ClassicDOOM 'Odd demos' playlist:
https://www.youtube.com/playlist?list=PLF11A841BE9DE443E

#doom2 #doomii #odddemos #classicdoom







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Doom II (Video Game)



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