How Much of a Genius-Level Move Was Using Binary Space Partitioning in Doom?
A decade after Doom’s release, in 2003, journalist David Kushner published a book about id Software called Masters of Doom, which has since become the canonical account of Doom’s creation.
Carmack, realizing the problem with his renderer was fundamental enough that he would need to find a better rendering algorithm, started reading research papers. He eventually implemented a technique called “binary space partitioning,” never before used in a video game, that dramatically sped up the Doom engine.
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