Wednesday 3 October 2012

New 3d Wallpapers

Source(google.com.pk)
New 3d Wallpapers Biography
The making of Doom, id Software's video game released on December 10, 1993, began in late 1992. Doom raised the bar for realism in video games with its then-advanced 3D graphics—central to its success was the new game engine by John Carmack, whose main advances included texture mapping of all surfaces, variable light levels, and floors at varying altitude. The world in Doom materialized through the artwork of Adrian Carmack, Kevin Cloud and Gregor Punchatz, and the level design of John Romero, Sandy Petersen and Tom Hall.
Doom evolved significantly during its development. Originally planned to feature an intricate plot, its gameplay instead gradually turned to focus on fast action and violence. Conflicts surrounding this development led to the resignation of Tom Hall, who had written the Doom Bible, the game's initial design document.
Contents  [hide]
1 Early development
1.1 Conception
1.2 Tom Hall and the Doom Bible
2 Building the game
2.1 Programming
2.2 Levels
2.3 Graphics
2.4 Sound
3 Prerelease versions
3.1 0.2 Alpha
3.2 0.4 Alpha
3.3 0.5 Alpha
3.4 Press release
4 References
5 Sources
[edit]Early development
[edit]Conception
Following the successful release of Wolfenstein 3D in May 1992, most of the id Software team set out to finish the sequel Spear of Destiny. Since this game used the same game engine as Wolfenstein 3D, lead programmer John D. Carmack could use the time to do technology research for the company's next-generation graphics engine. One of Carmack's early experiments was the Shadowcaster engine. With significant effort, choosing to isolate himself from the rest of the team for a long period of time in order to avoid distractions, he implemented various new features, including diminishing light and texture-mapped floors and ceilings and sloping floors. The Shadowcaster engine's "speed was about half that of Wolfenstein, but since this was an adventure game, built on exploration, it seemed appropriate to have a steadier pace."[1] For Doom, Carmack implemented dynamic diminished lighting and a sector based map system (as opposed by the grid map systems of the Wolfenstein 3D and Shadowcaster engines) with wall angles other than 90°.[2]
The making of Doom began after the release of Spear of Destiny in September 1992. The initial idea was to make a movie license game based on Aliens, one of the team's favorite science fiction-action films, and some negotiations were made with 20th Century Fox. The plan was eventually ditched in order to get more creative freedom, halting the negotiations. John Carmack instead conceived of the basic theme for the game: demons versus technology. Doom was viewed to be a cross between Aliens and the team's favorite horror B movie, Evil Dead II. The idea to include demons was also inspired by their most recent Dungeons & Dragons campaign, which had ended with demons overrunning the entire planet.[3][4][5]
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers
New 3d Wallpapers

No comments:

Post a Comment