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id Software's shareware release used a fast ray-casting engine to put players inside texture-mapped corridors on ordinary computers. Giving the first episode away and selling the rest by mail proved shareware could fund serious development.
Two things arrived together: a viewpoint that made the player occupy the space, and a distribution model that let a tiny studio reach a mass audience without a publisher. Both became foundations of the personal computer game business, and the first-person shooter grew into one of the medium's dominant forms.