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In the YouTube video "驴C贸mo funciona WOLFESTEIN 3D? 馃敨 Su motor EXPLICADO. As铆 se trazaban rayos en 1992," Mind the game explores the workings of Wolfenstein 3D, a groundbreaking 1992 PC game developed using the raycasting technique. John Carmack, the game's programmer, invented a new graphic mode, "13y," to enable improved double buffering and 256 colors in Wolfenstein 3D. The game featured both 2D and 3D areas, where 3D sections occupied a selectable portion of the screen up to 304x152 pixels. The speaker explains how Wolfenstein 3D created the illusion of depth by casting lines from the player's perspective and determining which walls the lines hit based on a 2D map of the level. Textures for walls were then scaled according to the length of the lines, creating the illusion of perspective and depth. Wolfenstein 3D used a simpler form of ray tracing called raycasting, which involved shooting a single ray and stopping at the first collision point. Despite relying on raycasting and only requiring 304 rays per frame, the speaker notes the differences between ray calculations and complexity between raycasting and current 3D ray tracing techniques. He also discusses how objects, including enemies and decorations, were represented as 2D sprites in a 3D world, allowing for the illusion of depth through scaling and painting techniques. While Wolfenstein 3D had limitations, such as being unable to look up or down, it paved the way for innovation in the gaming industry.
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