BSP rendering in Doom

My talk at RevolverConf 2019.2, by

I gave a talk on the Doom rendering engine at RevolverConf 2019.2. It is a big topic, so I had to narrow down the scope. I chose to talk about the binary space partitioning (BSP) rendering algorithm. This was the core innovation in Doom which enabled it to run smoothly on ancient hardware and it is still an important algorithm in rendering engines. I want to do a write-up on it one day, but for now I defer to the talk (in Norwegian):

You can also try my implementation as it was at RevolverConf here:

, 2019