After having just returned from Paris and visiting the Louvre, seems I should be body surfing over hordes of museum attendees all taking photos of art with their cellphones at some level.
Clicking on each piece in the museum for a close-up is brilliant.
Shameless plug, but I'd just like to point out this was actually made in our game creation software Construct 3! (https://www.construct.net)
It's mainly focused on 2D, but we have been adding some 3D features over the years that can handle retro-style content like this, although I'd speculate this is based on some kind of raycasting technique rather than true 3D.
I mean, it wouldn't be DOOM if it weren't raycast :)
I'm actually surprised that this wasn't just running (a port of) the original DOOM engine – or maybe it does, at least the renderer? I don't know if that's possible with Construct.
Doom doesn't use raycasting, it uses binary space partitioning.
From the description it seems to be a DOOM clone. Physics feels a bit off, but all the little details may trick you into believing that it's the real thing.
There is no need to cast rays when you have divided the space into convex polygons. If you know all the vertices of a convex polygon and two of them form a visible wall, you can determine the texture column and height of the screen space wall column by means of interpolation. This is what the Doom engine does.
The PC version of Wolfenstein 3D used a more straight forward ray casting approach, but I think the SNES port was Id's first use of BSP.
An easy tell is walking up to a painting or even looking at the pillars you see from your starting position: you'll notice that the vertical lines aren't perfectly perpendicular to the horizontal lines in screen space, because the camera is pointed slightly upwards. In Doom, walls are rendered as strips of screen columns, and the pitch of the camera angle looks like it's perfectly parallel to the horizontal plane as a result.
You can sort of implement looking up and down with minor modifications to the Doom engine, and this was implemented in Heretic, but because of the nature of the renderer, vertical lines in the world remain vertical lines in screen space even when you pitch the camera, so it looks somewhat distorted in a way that's very characteristic of the post-Doom "2.5D" engines.
Imagine the efficiencies gained over the years if, for all of these kind of ideas (online galleries, games, real estate agent online viewings, etc, etc), we had just open-sourced the Doom UI ... the front page of all online 3D interaction ... I think we'd be a step forward in our evolution!
The wine glass is chef's-kiss ...
* grabs a BFG9000 ahead of entering an online Open House *
This type of experience was literally the main driver of me getting a Quest 2 at the beginning of covid. Its remarkable how FEW experience there are like this out there.
as others have mentioned, it's surprising this isn't an actual doom wad.
the choice of objects is also surprising to me: these are masterpieces from the met, rather than the 'contemporary art' slop i would associate with the (per the readme) 'wonderfully pretentious world of gallery openings'.
Just occurred to me that this should have been Wolfenstein, the Gallery Experience because the (stolen) art would be more at home in those spaces rather than the gates of Hell or Phobos or whatever. ;)
it takes between 0 and 100 years for game tech to find its way into serious software. Doom seems a great platform to build the next generation of office software. Lets say the goal is to have employees continue to work in their free time for free, say till 1-2 am. Games accomplish this effortlessly. One more bug to fix to banish the ceo to The Dungeon of Noobs for 38 hours and two to win the employee of the month body armor.
Nice, awesome way to get some culture through to the Roblox generation.
and fun reminiscing for the parents on the countless hours spent battling pixelated demons.
bug report -> Missing back button on the options screen, unable to change any options or return back to the main menu
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