I have been studying (old) 3D rendering techniques for the past weeks and think that I now have a fair understanding of the way 3D rendering in Doom works. It uses raycasting to render the 3D scene, uses sprites for objects and thus is not "true" 3D. It also does not allow for real look up/down, only through Y-shearing.
Quake is ID's first "true" 3D engine, has objects that can be viewed from different angles and allows looking up and down.
Now I hear this "true" 3D a lot when studying these techniques, but I can't get a clear explanation of what exactly this true 3D means. How is Quake rendering different from Doom rendering?
Does the Quake world use 3D vertices and are they all projected instead of raycasting for intersections?
I would love to hear a clear explanation of the differences!
P.S. I know the source code for Quake is available, but id software's FTP has been down for weeks and I can't find it anywhere else. If anyone knows where to find it elsewhere, let me know.