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First I think I'd want to see you identify a superior algorithm known when Doom shipped and then we can have that discussion about who's credentials should be disqualified.


I never made claims to be any kind of game programmer, but sure.

Fine, as I recall, Doom data assets are searched linearly whenever they need to pull new data. So if you switch to the chainsaw, and need to rev, the game does a linear scan of all graphics, maps, and sounds looking for the vroom noise.

There are many different data structures that could perform this lookup faster. These have been known since the earliest days of computing.

Does it matter? No. Engineering is all about trade-offs. A linear scan was obviously fast enough and simple to implement.

Similarly, if walk monster manually trolls the map, that does not say anything about Casey in isolation. I believe all of Blow's games use a custom game engine, so unless a nav mesh system was already implemented, that was going to take additional work. The walk monster may have been better bang-for-buck.


You probably have a point on linear search for assets (I haven't checked but I've assumed you're right about how it works in the released source)

There are some tradeoffs here, my instinct would be to bring hash tables into play and that's perhaps a mistake because it means you're doing fewer reads but more arithmetic and on some hardware that's a bad trade. But "linear search" is only the simplest and probably not the smartest option.


I think you’re both saying the same thing



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