fixed perspective fps means you can’t look around separately than your can move your character. The original doom and castle wolfenstein were like this. You can rotate your view but you don’t have an independent camera ( that came with the quake engine ).
I’m not sure I’m following. I’ve never known Quake or Doom to have a camera independent of your player character’s perspective (at least without console commands or demo tools)
In doom and the at the time doom clones you couldn’t look up and down. The world looked 3d but technically wasn’t. They couldn’t even have rooms above each other because of this. The games were at a technical level top down shooters but viewed from the first person perspective of your character with graphical renderings likely using raycasting to give the illusion of a 3d space around you.
I don’t think the youngsters realize that you couldn’t always strafe. In fact, the word “strafe” in the sense used in video games had to be invented to describe the mechanic. It never refered to walking until FPS got a new groove. Here’s a small reddit post about it.
You couldn’t necessarily change your perspective independent of your plane of movement. This had to be done simultaneously.
Strafing as its currently understood didnt exist until your ‘perspective’ became un-fixed from your ability to move. It was at this point that the shooters became ‘truly’ 3d.
That’s what “first person” means in the context of videogames lol. That’s the FP in FPS
fixed perspective fps means you can’t look around separately than your can move your character. The original doom and castle wolfenstein were like this. You can rotate your view but you don’t have an independent camera ( that came with the quake engine ).
I’m not sure I’m following. I’ve never known Quake or Doom to have a camera independent of your player character’s perspective (at least without console commands or demo tools)
In doom and the at the time doom clones you couldn’t look up and down. The world looked 3d but technically wasn’t. They couldn’t even have rooms above each other because of this. The games were at a technical level top down shooters but viewed from the first person perspective of your character with graphical renderings likely using raycasting to give the illusion of a 3d space around you.
Just because you only had one axis of camera movement doesn’t mean the camera was fixed.
I’m just explaining what they meant, that’s just being pedantic now.
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I don’t think the youngsters realize that you couldn’t always strafe. In fact, the word “strafe” in the sense used in video games had to be invented to describe the mechanic. It never refered to walking until FPS got a new groove. Here’s a small reddit post about it.
Exactly. Kids these days.
For clarification if you dont get it:
You had four keys for motion: wasd
Two for rotation: q and e.
You couldn’t necessarily change your perspective independent of your plane of movement. This had to be done simultaneously.
Strafing as its currently understood didnt exist until your ‘perspective’ became un-fixed from your ability to move. It was at this point that the shooters became ‘truly’ 3d.