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The 3D revolution

Games stepped into the third dimension — but honest 3D on 1990s hardware rested on precomputation. Doom faked volume with a 2D BSP and sectors; Quake did real 3D by moving visibility (PVS) and lighting (lightmap) into offline map compilation. The theme of the era: what to compute ahead of time and what in the frame.

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1993–99

Rendering, visibility, networking

From Doom's 2.5D to Quake's real 3D and beyond: how to draw a world that doesn't fit into a frame all at once, and how to keep it in sync across a network.