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id Releases Open Source Wolfenstein 3D for the iPhone

An anonymous reader writes "id Software has released a port of the classic Wolfenstein FPS to the iPhone. Some of the coding was done by John Carmack himself, who also used original code combined with new code from Wolf3D Redux. The original code was open sourced years ago, and enthusiasts have been updating it, which made the port considerably easier for id. It's available in the iTunes App Store, but the source is available for free at id's website." Carmack also posted a detailed writeup about the decision to bring Wolf3D to the iPhone, including design notes and a few snippets of code. At the end, he says, "I'm going back to Rage for a while, but I do expect Classic Doom to come fairly soon for the iPhone." Kotaku got a chance to try the game at GDC: "It's not just a good reproduction of the original, it seems better."

5 of 232 comments (clear)

  1. Graphics quality by Mprx · · Score: 4, Interesting

    The graphics are crisp, intense duplicates of the original.

    But from the screenshot we can see that both the sprites and the textures have been filtered. Filtering the textures is no problem, but the sprites are "pixel art" - they are designed around the pixel boundaries to pack more detail into a limited resolution. It's the same principle as manually hinting fonts. The only acceptable scaling method for pixel art is unfiltered "nearest neighbor" scaling, as used in the original game. This new version is not "crisp", it is an ugly blurred mess.

  2. Carmack Rocks! by jcr · · Score: 3, Interesting

    John Carmack has a very well-deserved reputation for generosity. A couple of years ago he gave one of his NeXT slabs to a friend of mine on a "free to good home" basis. He not only gave it to her, he paid for the shipping.

    -jcr

    --
    The only title of honor that a tyrant can grant is "Enemy of the State."
  3. Re:Sweet by X0563511 · · Score: 3, Interesting

    What's more sweet? Something that pushes the hardware a bit more.

    http://www.x-plane.com/iPhone/iPhone.html

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  4. I think the Wolf3D Redux guy made a big mistake... by 7+digits · · Score: 4, Interesting

    ...by not forwarding his email to his current address.

    "I sent an email to the Wolf 3D Redux project maintainer to see if he might be interested in working on an iPhone project with us, but it had been over a year since the last update, and he must have moved on to other things."

    He'll probably learn about the missed opportunity by reading slashdot...

  5. Re:Enlarging pixel art by tepples · · Score: 3, Interesting
    John Carmack wrote:

    Unfortunately, an attempt at increasing the quality of the original art assets by using hq2x graphics scaling to turn the 64x64 art into better filtered 128x128 arts was causing lots of sprites to have fringes around them due to incorrect handling of alpha borders.

    Workaround 1: Use Scale2x instead.
    Workaround 2: Do the alpha with Scale2x and the red, green, and blue with hq2x on a copy of the image modified such that each transparent pixel duplicates the non-transparent pixel closest to it.