Chapter

The Technical Innovations Behind Wolfenstein
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2:22:04 - 2:31:27 (09:22)

The ray casting approach used in Wolfenstein has been used by other developers for creating similar games, and the compiled scalars system was inspired by classic arcade games such as Space Harrier.

Clips
The podcast discusses the evolution of video game design, from early arcade games like Battle Zone and Star Wars to the creation of 3D worlds and action-based gameplay.
2:22:04 - 2:24:06 (02:01)
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Video Games
Summary

The podcast discusses the evolution of video game design, from early arcade games like Battle Zone and Star Wars to the creation of 3D worlds and action-based gameplay. The hosts contrast the early design philosophy of simulating reality to the later emphasis on fast-paced, exciting gameplay.

Chapter
The Technical Innovations Behind Wolfenstein
Episode
#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Podcast
Lex Fridman Podcast
The game designer of Catacombs 3D speaks about the challenges of game development within the constraints of deadlines and limited resources.
2:24:06 - 2:26:10 (02:04)
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Game Design
Summary

The game designer of Catacombs 3D speaks about the challenges of game development within the constraints of deadlines and limited resources.

Chapter
The Technical Innovations Behind Wolfenstein
Episode
#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Podcast
Lex Fridman Podcast
John Carmack, creator of Wolfenstein, talks about the technical challenges he faced while creating the game, including implementing a ray casting approach and figuring out how to texture map the walls.
2:26:10 - 2:28:20 (02:10)
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Wolfenstein
Summary

John Carmack, creator of Wolfenstein, talks about the technical challenges he faced while creating the game, including implementing a ray casting approach and figuring out how to texture map the walls.

Chapter
The Technical Innovations Behind Wolfenstein
Episode
#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Podcast
Lex Fridman Podcast
The podcast discusses two key aspects in game development, ray casting and compiled scalars.
2:28:20 - 2:31:27 (03:06)
listen on SpotifyListen on Youtube
Game Development
Summary

The podcast discusses two key aspects in game development, ray casting and compiled scalars. Ray casting involves casting a virtual ray onto a 2D plane while compiled scalars, also known as stretching or scaling, involves taking a picture and stretching or scaling it to draw it in a game.

Chapter
The Technical Innovations Behind Wolfenstein
Episode
#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Podcast
Lex Fridman Podcast