Ray-casting 3d engine demo
Demo - Borland C++ / Borland Assembler 386 - MS-DOS - 1995/1996
In the mid-1990s, after being captivated by the mesmerizing games developed by ID Software, I was inspired to embark on a personal challenge. Fueled by my passion for programming and a desire to push the boundaries of what I could create, I set out to implement my own graphics engine. Coincidentally, during this time, I made a friendly bet with a friend, confidently stating that I was capable of achieving this ambitious goal.
To bring my vision to life, I utilized the power of Borland C++ and Borland Assembler 386, both renowned tools for developing high-performance software on the MS-DOS platform. Leveraging their capabilities, I embarked on the exciting journey of building a graphics engine from scratch.
The goal of my graphics engine was to replicate the immersive and visually stunning experiences I had witnessed in ID Software's games. I wanted to create a demo that showcased the potential of computer graphics and pushed the limits of what was possible on the MS-DOS platform.
Throughout the development process, I immersed myself in the intricacies of graphics programming, exploring algorithms and techniques to render and animate visually appealing scenes. It was a journey of trial and error, experimentation, and constant learning as I pushed the boundaries of my knowledge and skills.
Using Borland C++ as the primary programming language and Borland Assembler 386 to harness the full power of the 386 processor, I meticulously crafted the various components of the graphics engine. This included developing algorithms for efficient rendering, implementing texture mapping, and experimenting with lighting and shading techniques.
The journey was not without its challenges. MS-DOS, while a powerful platform in its own right, posed limitations in terms of hardware capabilities and memory management. Overcoming these constraints required careful optimization and resource management to ensure smooth performance and compatibility across a range of hardware configurations.
After months of dedication and countless hours of coding, debugging, and refining, I successfully completed my graphics engine. The result was a visually impressive demo that showcased the capabilities of my custom-built engine.
The completion of the demo not only won me the friendly bet with my friend but also left a lasting impact on my programming journey. It reinforced my passion for graphics programming and ignited a deep interest in the field of game development.
Reflecting on that period, I am grateful for the inspiration I drew from ID Software's games and the personal challenge I set for myself. The experience of developing my own graphics engine not only expanded my technical skills but also instilled in me a sense of creative empowerment and a drive to continue pushing boundaries in the world of software development.
While the MS-DOS era has faded into history, the lessons learned and the passion ignited during the development of my graphics engine continue to fuel my enthusiasm for creating immersive and visually captivating experiences in modern-day game development and interactive media.