Slashdot Mirror


Code Review of Doom For the iPhone

Developer Fabien Sanglard has written a code review for id Software's iPhone port of Doom. It's an interesting look into how the original 1993 game (which he also reviewed to understand its rendering process) was adapted to a modern platform. "Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore. The only solution is to use OpenGL, but this comes with a few challenges: Doom was faking 3D with a 2D map. OpenGL needs real 3D vertices. More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize). But Doom sectors were made of arbitrary forms. Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection. Doom was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...)."

161 comments

  1. Already done by ultranova · · Score: 1, Informative

    Doom was ported to OpenGL a long time ago.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    1. Re:Already done by Anonymous Coward · · Score: 0

      did you even read the article?

    2. Re:Already done by Anonymous Coward · · Score: 2, Funny

      When in slashdot, nerds dont RTFA.

    3. Re:Already done by VShael · · Score: 5, Funny

      did you even read the article?

      You must be new here...

    4. Re:Already done by sznupi · · Score: 2, Funny

      What makes articles slashdotted anyway?...

      Or is that some mystery not approachable "even" by 6-digiters?

      --
      One that hath name thou can not otter
    5. Re:Already done by JosKarith · · Score: 2, Funny

      10,000 geeks hitting a server designed for 1000 connections max. Simultaneously.

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    6. Re:Already done by VShael · · Score: 1

      Oh, they'd click the link perhaps. But take the time to actually READ it?

    7. Re:Already done by lorenlal · · Score: 1

      My guess is that we open the link in another tab or window, read the first paragraph, and when many of us realize TFS is the same as that paragraph, we already have the relevant information.

      That or the bizzaro edition of this site .\ reads the articles, resulting in it not being available, but they have hardly anything to say about it.

    8. Re:Already done by Rogerborg · · Score: 0, Troll

      And the iPhone runs OpenGL ES, so what's your point again?

      --
      If you were blocking sigs, you wouldn't have to read this.
    9. Re:Already done by hedwards · · Score: 1

      The point is that somebody already did the work involved with the 3D vertices, if I'm getting it right. Yes, OpenGL ES is somewhat different, but if I'm understanding it's not really that different and the biggest architectural changes had to already be made anyways.

    10. Re:Already done by Xest · · Score: 1

      I'm not sure what rendering API it used, but I had Doom on my Nokia 7650 running just fine around 2002 as well. I think it's been ported most places in many different ways.

    11. Re:Already done by jdowland · · Score: 1

      iPhone doom is a port from an existing GL port of doom (namely prboom) back to idsoftware and onto the iphone. So yes, someone has done it years ago, and yes, id leveraged that.

    12. Re:Already done by EricWright · · Score: 2, Insightful

      There are those who read (and create the /. effect) and those who post. The intersection of those groups is vanishingly small.

    13. Re:Already done by buanzo · · Score: 2, Funny

      .\ is the MS-DOS oriented slashdot, right?

      --
      Buanzo Consulting - 15 Years of GNU/Linux experience, for you.
    14. Re:Already done by Provocateur · · Score: 1

      How is the gaming experience of DOOM on your nokia? On the PC, are you a mouse+keyboard gamer? I remember it being close to being intuitive on the PC, but then it has keys AND a mouse. I can imagine a game like Tetris being easily playable, but an FPS? (As you can see I'm having a major disconnect here :) )

      --
      WARNING: Smartphones have side effects--most of them undocumented.
    15. Re:Already done by petermgreen · · Score: 1

      Did you actually play doom in the era when it came out or have you only played modern ports with default controls set to match modern expectations?

      Games from that era (up to and including duke and quake) were designed to be playable with just a keyboard.

      IIRC doom really only had five main controls, forward, backward, turn left, turn right and fire. Plus weapon select controls of course but you didn't need to have your hands on those all the time. In those days players weren't expected to aim vertically or to strafe.

      It wasn't until much later that the standard control scheme of today (keyboard for forward backward and strafe, mouse for turning, aiming and firing) became the expected way to play (the oldest game I can remember playing with that scheme as default was UT).

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    16. Re:Already done by evil_aar0n · · Score: 1

      That's unpossible. A true /.-er wouldn't bother to rtfa, thus leaving the server unmolested.

      --
      Truth, Justice. Or the American Way.
    17. Re:Already done by Xest · · Score: 1

      Well keep in mind that Doom doesn't really require mouse look, it played pretty well- this is a fairly old phone, that had a keypad (again we're going back to 2002) and a small stick controller on it, so really it gave you all the back, forward, turn left, turn right, strafe, shoot, change weapon keys you wanted just fine.

      I certainly wouldn't want to play anything that required mouselook on a phone like Quake onwards. In fact, I had Quake on my old iPaq back around 2004 - 2005 and although it ran well, and had the onscreen style mouselook it really wasn't too great.

      I'd say Doom is a popular port purely because it doesn't have the complexity of modern FPS controls- effectively it's one of the last FPS games you can really get away with playing like that decently before it started really requiring mouselook. Duke Nukem 3D would probably be the last possible one, but even that's quite a push to play without mouselook.

      Interestingly, I think this is actually a disadvantage of newer phones that are touch screen only or near enough, it severely limits gaming- I wouldn't want to try playing Doom on my HTC Magic or an iPhone for example because of lack of decent input options for such a game, touch screen inputs really don't cut it for an FPS IMO.

    18. Re:Already done by sznupi · · Score: 1

      Antislashdot?

      Let us never meet, for the resulting release of energy will catastrophically disrupt the lithosphere (considering basements...)

      --
      One that hath name thou can not otter
    19. Re:Already done by Mister+Whirly · · Score: 1

      .\ != \.



      (Slashdot will not let me just post symbols apparently>)

      --
      "But this one goes to 11!"
    20. Re:Already done by matt_gaia · · Score: 1

      Speaking as a 6-digiter, I would have to agree. And no, I didn't bother RTFA either.

    21. Re:Already done by Anonymous Coward · · Score: 0

      DOS Doom supported a mouse, remappable keys, and with the novert hack could reasonably approximate wasd+mouselook (without looking up and down, of course).

      Playing with keyboard only was doable, but we figured out early that mouse and keyboard was a vastly superior way to control FPS games.

    22. Re:Already done by Creepy · · Score: 1

      Well that is in beta, sounds looks like it was ported from the OpenGL version. It also doesn't address iPhone specific issues such as the event timer. Not that I know what state of release the iPhone version is in the article or even its source material, as I don't have any need of it or any desire to look it up.

    23. Re:Already done by NeoStrider_BZK · · Score: 0

      I belive that what was the point of the discussion was the graphical side of the thing. I couldnt even run it on my Axim yesterday...

    24. Re:Already done by PrescriptionWarning · · Score: 1

      Quake, Descent and Duke Nukem 3D are the first games I remember with today's mouse-look keyboard-move settings.

    25. Re:Already done by Anonymous Coward · · Score: 0

      I've just read the article and I didn't see a part saying, oh this wasn't so hard we just used the existing OpenGL port. It goes on and on and on about how hard it was to port to OpenGL on the iPhone, so the OP's comment still stands. Why the **ck didn't they just use the existing OpenGL port?

    26. Re:Already done by jo_ham · · Score: 1

      As a fellow 6-digiter, I have to ask, what's an article?

    27. Re:Already done by gerddie · · Score: 1
    28. Re:Already done by Toonol · · Score: 1

      Doom was intended to be played on the keyboard. That's why it maps to a controller or phone much better than later FPS that were designed around mouse control.

    29. Re:Already done by Unequivocal · · Score: 1

      Doom supported keyboard strafing left/right, iirc.

    30. Re:Already done by petermgreen · · Score: 1

      There is a difference between supporting something and putting that thing on easilly accessible keys in the default control setup and expecting people to use it.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    31. Re:Already done by petermgreen · · Score: 1

      Duke nukem 3D could be configured to modern settings but the default control setup was clearly designed for keyboard only play (jump duck and fire were on keys a long distance from the arrow keys and the sideways arrows were set up to turn not strafe).

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    32. Re:Already done by petermgreen · · Score: 1

      adding there was a way to look up and down in the default keyboard controls but it was in the block of keys above the arrow keys, e.g. about the most inconviniant place possible. I think there was a strafe button as well but again I don't think it was in a particulally conviniant position.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    33. Re:Already done by Unequivocal · · Score: 1

      Wow - it's been a long time, but my recollection is that strafe keys were supported by default and were used heavily by almost everyone I knew who played the game. I remember some players who also used mouselook in Doom, but they were fringe, as opposed to when Quake arrived and everyone could see that mouselookers had a huge multiplayer advantage (since looking up was so much easier - something not possible in doom).

      Is your recollection that doom didn't provide strafe keys mapped by default?

    34. Re:Already done by Provocateur · · Score: 1

      wow thanks for the replies, including the fellas above (I was in such a rush to reply I forgot DOOM didn't have mouselook) and yes I did play DOOM keyboard only on a 486 and it almost had me stuck using that on Quake.

      It seems that now we have hardware to which Quake and other FPSes *could* be ported, since we have more than adequate horsepower, but we have gotten to the point where 'What would be the point' is the louder question, and only because of the limitations that the touch screen presents.

      --
      WARNING: Smartphones have side effects--most of them undocumented.
    35. Re:Already done by ToasterMonkey · · Score: 1

      I don't think you're remembering correctly. Decent and Duke Nukem 3D sucked ass with a mouse. Keyboard was king back then, but the later half of Quake's lifetime was ruled by mice. I'll even posit that the mouse didn't take off in Quake, but in QuakeWorld.

      In Decent, you had to manhandle a dozen keys to rotate and strafe on all axes. All the mouse was good for was pulling off a steady, long distance shot, hardly a common event in that game. All three of these were DOS games, and in those, the mouse never felt right. The speed and acceleration were always different in each, and bad. There were probably more gamepads and joysticks involved with gaming then mice.

      Duke Nukem 3D had a really skewed POV when you looked up and down, and was obviously not meant to be played zipping around on that axis like a modern 3D game. It felt like it was there only so they could say they did it.

      Quake did not have wasd bound to movement functions, and the left and right arrow keys turned, not strafed. You had to do +mouselook in the console to look up and down with a mouse, and then explicitly turn off vertical auto aim on top of that. It was certainly designed to be played with no more than a keyboard, out the box.

      Ahhh.... the good ol days.

    36. Re:Already done by Xest · · Score: 1

      Yep, that's just it. I've been considering game development for Android, but I find that the lack of proper controls on a lot of these new modern phones kills off a vast amount of game options. Like you say, we've got the hardware now, but we're much more heavily limited in the games we can produce.

    37. Re:Already done by Voxol · · Score: 1

      6 digits?

      get over yourselves.

  2. Pushing pixels by MtHuurne · · Score: 4, Interesting

    Forgive my ignorance, but couldn't you have the original software renderer write to an in-memory buffer and then upload that using glTexSubImage2D()?

    1. Re:Pushing pixels by pananza · · Score: 2, Funny

      Nah, too easy and direct approach.

    2. Re:Pushing pixels by Lord+Pillage · · Score: 2, Interesting

      Or glWritePixels() would work too. Might be a little bit closer to the original method. But then again, I didn't RTFA, so I wouldn't know.

      --
      try { Signature mysig = new CleverAttempt(); } catch(NonCleverSignatureException e) { postanyway(); }
    3. Re:Pushing pixels by 91degrees · · Score: 1

      Don't think that exists in OpenGL ES.

    4. Re:Pushing pixels by RedK · · Score: 4, Interesting

      glDrawPixels is not supported under OpenGL ES which is what the iPhone uses. An in-memory buffer used as a texture is about the only way for fullscreen images (vertex arrays drawn using GL_POINTS is another solution but would not be fast enough).

      --
      "Not to mention all the idiots who use words like boxen."
      Anonymous Coward on Monday August 04, @06:49PM
    5. Re:Pushing pixels by Anonymous Coward · · Score: 1, Interesting

      I'm sure they thought of that.

      Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework.

      I know that sending data to GPU's is hideously slow, can anybody tell us how well a raycaster blitted via OpenGL would perform on the iPhone?

    6. Re:Pushing pixels by Anonymous Coward · · Score: 0

      Yeah, and enjoy 15fps "motion".

    7. Re:Pushing pixels by elrous0 · · Score: 1

      My grandpa had to get through the war on 5fps, you spoiled whippersnapper!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    8. Re:Pushing pixels by egomaniac · · Score: 1

      You'd be lucky to get 1fps doing that. Not only is iPhone texture upload horrendously slow, but glTexSubImage2D reprocesses the entire texture even if you just change a single pixel of it. Plus you need power-of-2 textures, so you're looking at a 512x512 texture upload every frame. Not going to happen. /iPhone game developer

      --
      ZFS: because love is never having to say fsck
    9. Re:Pushing pixels by Anonymous Coward · · Score: 0

      Sorry, in my childhood we'd have had to _fake_ low fps since there was no framebuffer.

    10. Re:Pushing pixels by MtHuurne · · Score: 1

      It would be used to upload the entire frame at once. And while the texture itself must have power-of-2 sizes, the updated rectangle is not restricted in that way. It is certainly possible that it won't get decent frame rates on the iPhone, but it works fine on desktops, even ones with a weak GPU.

    11. Re:Pushing pixels by Anonymous Coward · · Score: 0

      Iphone isn't your desktop.
      First, PowerVR has this deferred rendering system that makes partial texture updates much more problematic that you'd expect.
      Second, the GL implementation there has some pretty generic code which does stuff it didn't really have to.

      Still, I recall getting ~10fps software rendering via textures when I tried to go that route 2 years ago..

    12. Re:Pushing pixels by elrous0 · · Score: 1

      I hear that in Haiti, people are fighting now over a single frame. Just sad.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    13. Re:Pushing pixels by Anonymous Coward · · Score: 0

      I don't think there's a single haitian in my monkeysphere.

    14. Re:Pushing pixels by Anonymous Coward · · Score: 0

      I thought there were *nix gl and OpenGL ports of this game years ago? I remember playing this game on an SGI Indy years ago and it was using gl. Why not use these?

  3. Classics never die by adosch · · Score: 5, Insightful

    I remember playing Doom in the mid-90's on my friend's Gateway 2000 Pentium 100Mhz. I still play it to this day from time to time (openGL port on Linux). It's mindless, self-indulging, gory, non-challenging (now, not then!), and it's becoming one of timeless those FPS games that won't die because it's story line is simple and not drug out, you're thrown right into the mix and you can keep your objective as simple as you want: Make it to the end of the map.

    1. Re:Classics never die by goldaryn · · Score: 3, Interesting

      It's mindless, self-indulging, gory, non-challenging (now, not then!), and it's becoming one of timeless those FPS games that won't die because it's story line is simple and not drug out,

      In my opinion, DOOM was a good game but it wasn't ground breaking in the same way that Quake was a few years later. It was the first FPS to do real 3D, and gave birth to real FPS competitive play, based on the groundwork that DOOM did with FPS LAN play. Aside from that, the Quake engine led to all sorts of interesting gamemodes and mods that live with us still (Team Fortress was originally a Quake mod), and the physics of Quake 1 still has a legacy today (rocket jumping, bunny hopping).

      I think the insurgence of DOOM ports to phones is because the pseudo 3D interface of DOOM lends itself more to the controls of mobile devices. It'd be nice to see more Quake and Duke3D ports.

    2. Re:Classics never die by Hadlock · · Score: 4, Funny

      DOOM was a good game but it wasn't ground breaking in the same way that Quake was a few years later. It was the first FPS to do real 3D, and gave birth to real FPS competitive play, based on the groundwork that DOOM did with FPS LAN play. Aside from that, the Quake engine led to all sorts of interesting gamemodes and mods that live with us still (Team Fortress was originally a Quake mod), and the physics of Quake 1 still has a legacy today (rocket jumping, bunny hopping).

      You sir, have a career in video game blogging! Let me sign you up for a 3000 word "Top 10 Groundbreaking games of the 1990s" blog entry.

      --
      moox. for a new generation.
    3. Re:Classics never die by goldaryn · · Score: 2, Interesting

      Aside from that, the Quake engine led to all sorts of interesting gamemodes and mods that live with us still

      I forgot to say: Action Quake was another Quake 1 mod, which eventually became Counter Strike.

    4. Re:Classics never die by jaggeh · · Score: 2, Interesting

      It was S.E.A.L. Quake not Action Quake

      Although my favorite quake mod was malice.

      --
      I would give everything i own for a little bit more.
    5. Re:Classics never die by Rhaban · · Score: 1

      the physics of Quake 1 still has a legacy today (rocket jumping, bunny hopping).

      And how is that a good thing exactly?

    6. Re:Classics never die by Anonymous Coward · · Score: 0

      Action Quake was for Quake 2, that was madly popular, sadly its superior spiritual sequels (Action Half-Life, AHL2) never matched its popularity.

      Swat Team for Quakeworld was the earliest CS-ish mod there was, even more so than the infamous Navy Seals Quake which is done by gooseman, a left-handed gun enthusiast who went on to become famous for Counter-Strike. He did the weapon models for AQ2 as well.

    7. Re:Classics never die by Antiocheian · · Score: 5, Insightful

      The groundbreaking REAL 3d game was Ultima Underworld. Amazing story, great music and paced to the action (due to midi synthesis) and total 3d immersion.

      Pay your respects to Looking Glass.

    8. Re:Classics never die by kerrbear · · Score: 1

      Marathon was better :-)

    9. Re:Classics never die by imakemusic · · Score: 2, Funny

      it's story line is simple and not drug out

      Unlike, say, Pacman in which the main character spends the entire game eating pills.

      I think the word you're looking for is 'dragged'.

      --
      Brain surgery - it's not rocket science!
    10. Re:Classics never die by Jesus_666 · · Score: 1

      Take a look at Marathon. It's what Bungie did on the Mac while id released Doom for the IBM. Essentially Doom with fewer weapons, alt-fire and funny monologues. Durandal still ranks high in my list of the best insane AIs. The story is more complex than that of Doom but fairly simple to follow. Well, until you get to the third - pardon - infinitieth part, which is a time travel bonanza full of alternate pasts you never get to see.

      The engine used for Marathon 2 and Infinity is available as Aleph One; the first part has been ported as an addon called M1A1. Everything is available straight from Bungie for OS X, Linux and Windows.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    11. Re:Classics never die by anss123 · · Score: 1

      I tried Aleph One but I thought it was rather boring. Felt like they took the library level of Halo and stretched it out into a full game.

      Mind you I think Wolf3D and Quake SP is boring too so my gaming taste isn't exactly mainstream.

    12. Re:Classics never die by CodyRazor · · Score: 1

      You sir, have a career in video game blogging! Let me sign you up for a 30 word "Top 10 Groundbreaking games of the 1990s" 6 page blog entry.

      Fixed that for you.

      --
      So Skulldilocks threw acid on the schoolchildrens' faces, cause somebody from the bible told her to do it!
    13. Re:Classics never die by Anonymous Coward · · Score: 1, Interesting

      Disagree, it was the first game that realized how fun wolfenstein was and made it better (Ken's Labyrinth etc doesn't count) Also, made people learn about BBS's just to play it over modem (which it did rather well). Quake was cool that it moved people to polygons (which turned to 3D accelerators and gaming today) but it was so dark, and even when it came out had dated graphics. (almost turning people off to the polygon idea in the first place, guess they knew it was ugly so made it as dark as they could to hide it) Remember lots of friends learning to make Doom levels, quake wasn't worth the time...

    14. Re:Classics never die by Jesus_666 · · Score: 1

      The terminals saved the game for me. The gameplay isn't the most inspiring but the writing is great. Still didn't pull me all the way through Marathon 2, though.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    15. Re:Classics never die by Anonymous Coward · · Score: 1, Informative

      Actually, I think it is "drawn".

    16. Re:Classics never die by molo · · Score: 1

      Doom and Quake were groundbreaking in different regards. Doom was the first popular multiplayer FPS (LAN games). Quake was the first popular fully-3D FPS, and also provided the ability to play games over IP..

      Also, as far as bunnyhopping, that is an artifact introduced in the QuakeWorld engine with its predictive networking model. In classic NetQuake (the original IP quake protocol), bunnyhopping had no effect.

      -molo

      --
      Using your sig line to advertise for friends is lame.
    17. Re:Classics never die by Sir_Lewk · · Score: 2, Insightful

      It added a whole new kind of depth to the gameplay. Suddenly, the game wasn't just about how well you could aim, and how well you knew the maps and where the pickups where, it also mattered how good you were at moving. It was so influencial and loved, that future quake engines made it a point to allow alternative movement styles, the pro mods (CPMA stands out in particular) enhanced and added movement tricks, and entire mods were created around completely around the concept (DeFragged). The quakes were really the perfect games for FPS fans, you could pick them up easily enough because the basics were simple and the weapons were easy to use, but there were always more ways that you could improve your gameplay. If you mastered killing people with weapons, and memorized all of the maps, you cou always find better ways around the maps with the weapons.

      The concepts developed in Quake I-III helped make those games legend and have made a presence in nearly every FPS since then. Now I understand that in some gaming circles, movement tricks are look down upon, somehow seen as cheating or as degrading to other peoples gaming experiances in general. I've heard of people being banned from Modern Warfare 2 servers for being "unrealistic". More than anything, this saddens me, and signifies to me an end of an era where fun and skill were important in gaming, not misguided ideas of realism.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    18. Re:Classics never die by baKanale · · Score: 1

      Only 6 pages? You're clearly not trying hard enough. Make it 11 pages; 10 pages, one for each of the top ten, and one for the intro page.

    19. Re:Classics never die by weirdcrashingnoises · · Score: 1

      30 word 6 page?

      what font size is that?

      or maybe, how many large moving picture ads per word is that?

      (not that I would actually see them)

      --
      sigs... don't talk to me about sigs....
    20. Re:Classics never die by floodo1 · · Score: 1

      Action Quake was the 2nd best game (whether released or modded) in the FPS genre, only behind TF (or mega-TF). Better watch out from above otherwise I'd put a handcannon to your dome and pull the trigger before I landed :)

      --
      I KUT J00 M4NG!!!
    21. Re:Classics never die by Anonymous Coward · · Score: 2, Insightful

      ....and before doom, a thing that most people seem to forgot..

    22. Re:Classics never die by Hatta · · Score: 1

      I remember playing Doom in the mid-90's on my friend's Gateway 2000 Pentium 100Mhz.

      And that was way over powered for Doom. I played Half-life for the first time (all the way through) on a P133. Yeah it sucked, but not as much as not playing Half-Life. Doom was certainly playable with a 386, and a 486 was more than enough. These days I can even play Doom on my Sansa C250 with Rockbox, and my printer has a faster processor than the computer I first played Half-Life on.

      --
      Give me Classic Slashdot or give me death!
    23. Re:Classics never die by operagost · · Score: 1

      In my opinion, DOOM was a good game but it wasn't ground breaking in the same way that Quake was a few years later. It was the first FPS to do real 3D, and gave birth to real FPS competitive play, based on the groundwork that DOOM did with FPS LAN play.

      FPS LAN play is the reason why Doom WAS groundbreaking.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    24. Re:Classics never die by jaraxle · · Score: 1

      He actually meant only 6 pages of worthwhile content. The other 5 pages worth are nothing but ads.

      Isn't that how it's done these days?

      ~jaraxle

    25. Re:Classics never die by stjobe · · Score: 1

      Back under your rock, Apple boy!

      (just kidding, I was dead envious at my Mac-owning friends when I saw Marathon for the first time)

      --
      "Total destruction the only solution" - Bob Marley
    26. Re:Classics never die by SimonTheSoundMan · · Score: 1

      Before any of that, Elite for Acorn BBC Micro. First 3D game, and also used triangles for shapes. Now that is ground breaking.

    27. Re:Classics never die by kalirion · · Score: 1

      It was the first FPS to do real 3D

      Nope, it wasn't. Descent and Terminator: Future Shock both came earlier. Probably some other stuff too.

      I'll grant you that GLQuake was most likely the first FPS to do accelerated 3D.

    28. Re:Classics never die by CAIMLAS · · Score: 1

      Meh. Your friend had a P100?

      I remember playing it on a friend's parents' 386 DX, which we had covertly over-clocked to something like 44MHz.

      Kids these days, they get everything...

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    29. Re:Classics never die by BlackHawk-666 · · Score: 1

      I was just thinking about that, it looked so amazing for it's time. It pipped DOOM to the post by over a year and a half! Not a bad effort, a dungeon crawling RPG, in 3d, using the familar pots of health and mana as a visual - now commonly stolen.

      --
      All those moments will be lost in time, like tears in rain.
    30. Re:Classics never die by CronoCloud · · Score: 1

      I've heard many good things about this game and have wondered why no one has ever ported it to a console. Wait a minute...checking wikipedia... it WAS ported to the PSone, but only in Japan, darn it! Too bad the early Elder Scrolls games were never ported either.

    31. Re:Classics never die by mzs · · Score: 1

      Hmmm... Doom was okay on a 33MHz 486DX with 128KB of ecache for single player (stayed above 15 FPS), but for network death match with DEC tulip based ISA NICs using thin coax it would lag and play at 10-12 FPS on that box. The 50MHz 486DX2 and 75MHz 486DX4 did okay. Also there was a 40MHz 386 with a 3COM NIC ISA card that could hold it's own, it did have a Paradise 16-bit ISA SVGA card, the others were Trident and Cirrus Logic, and it did not lag but the frame rate was in the 10-12 FPS range too in deathmatch. All from memory, but man did I not like being stuck with that 33MHz 486.

    32. Re:Classics never die by Hurricane78 · · Score: 1

      I think System Shock, which came out in the same year as Doom, kicked Doom’s ass!
      It’s weird that the whole world seems to remember Doom.
      System Shock was a wonderful piece of very creepy art. And it will always be one of the best games ever made.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    33. Re:Classics never die by Hurricane78 · · Score: 1

      I did neither like fantasy, nor role playing games.

      But you are right: Looking Glass was THE studio, back then.

      I love cyberpunk, horror, and sci-fi stuff. So for me it was their System Shock, that won all trophies.
      Single. Best. Game. Of. All. Time.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    34. Re:Classics never die by Toonol · · Score: 1

      the physics of Quake 1 still has a legacy today (rocket jumping, bunny hopping).

      And how is that a good thing exactly?

      I agree; those are both ridiculous gameplay elements. I've always thought it was amusing that FPS players, arguably the cutting edge of photorealistic video game graphics and game physics, don't see a problem with characters behaving like a Loony Tunes cartoon.

      A jump should take you no more than eighteen inches in the air, and totally ruin your aim during and for a few moments afterward; and moving by dropping a bomb underneath you... it's ok for a game that's meant to be silly, but most FPS pretend to be deadly serious.

    35. Re:Classics never die by Anonymous Coward · · Score: 1, Insightful

      great music and paced to the action (due to midi synthesis)

      That's a feature that's missing today. The music adapting to the action was one of the things that made X-Wing/TIE Fighter great. Not only because it enhanced the experience, but because it actually provided information as well. You knew from the music when new enemies appeared without having to look at your messages. Some games try to do this today, but they're not as well put together. They don't toss in short phrases where appropriate, they'll just fade from one track to another one completely when in "combat mode".

    36. Re:Classics never die by Anonymous Coward · · Score: 0

      Now I understand that in some gaming circles, movement tricks are look down upon, somehow seen as cheating or as degrading to other peoples gaming experiances in general. I've heard of people being banned from Modern Warfare 2 servers for being "unrealistic". More than anything, this saddens me, and signifies to me an end of an era where fun and skill were important in gaming, not misguided ideas of realism.

      It's a different niche. A FPS set in the context of a military squad should be designed to discourage those wild movements. The arcadey, run-and-gun games (the Quake and Unreal types) still have a place, but that playstyle just doesn't make sense in others. Variety is a good thing.

      That said, it feels like shooters are all converging on a very bland middle ground in an attempt to market to everyone. I figured the staples of the unreal niche were dodges, double jumps, and highly accurate weapons, and the important elements in the realistic side were cover, peeking, inaccuracy while moving, and more lethal force (and sometimes painfully slow movement speed). However, you get nonsensical, yet popular combinations now. For example, Halo is a slow-paced run-and-gun, and the Call of Duty series keeps moving farther towards fast-paced unrealism with lower recoil weapons. I don't understand it.

    37. Re:Classics never die by witherstaff · · Score: 1

      Bringing the engineering school's CAD labs network to a grinding halt because of network game play was groundbreaking. Ahhh, the memories.

    38. Re:Classics never die by Antiocheian · · Score: 1

      Did you like System Shock 2 ? I've been meaning to play it but never got the time...

    39. Re:Classics never die by pwfffff · · Score: 1

      Never played Left 4 Dead huh?

    40. Re:Classics never die by gregmac · · Score: 3, Insightful

      This is also in a game where you can get hit by a rocket and live if you have enough health. And take a few hundred bullets from a simple 'machine gun'. And jumping from a ledge 6 times your height? No problem.

      If it was realistic, you'd be dead from the first

      --
      Speak before you think
    41. Re:Classics never die by ToasterMonkey · · Score: 1

      Also, you're much better off going for the insta CQC knife kill than pulling out a pistol in any video game. You know, because knife fights are quick and clean, but handguns take forever.

    42. Re:Classics never die by ToasterMonkey · · Score: 1

      Also, as far as bunnyhopping, that is an artifact introduced in the QuakeWorld engine with its predictive networking model. In classic NetQuake (the original IP quake protocol), bunnyhopping had no effect.

      That doesn't make sense. The prediction is done by the client, and it is not authoritative, only a guess. You might be thinking one mod vs. another, or maybe the client side prediction enabled you to time a rocket jump properly because it is hard as sh*t to do on a modem with 300ms latency and no client side tricks.

    43. Re:Classics never die by molo · · Score: 1

      The problem is that the physics model is dependant on the timeslices of how often object positions are updated. On a dedicated server, this is done with the sys_ticrate variable, which is supposed to be 0.05 (20Hz).

      If you ran a listen server on netquake (where your client also acts like a server), the timing is irregular as it depends on the update speed of the renderer. The sys_ticrate variable is ignored and the game updates at the framerate. Usually the renderer would be able to do more than 20fps, so you would get more than 20Hz sampling on position updates, and quantization errors. You could see physics artifacts with this enabled, with new (longer) jumps being possible. Hence your in-air motion was faster than on a dedicated server.

      What does this have to do with quakeworld? Well in quakeworld, the position updates are entirely client-side, and that includes in-air updates which are tied to your rendering speed. So bunnyhoppers on high-fps renderers would have a significant speed advantage. Changing the ticrate on a dedicated quakeworld server would have no effect on the client-side position updates or renderer.

      So bunnyhopping in competitive quakeworld games had an advantage. In netquake this was a non-issue since any competitive game would use a dedicated server with sys_ticrate 0.05.

      The code is all GPL now, so you can check there if you don't believe me. I've reviewed and modded the netquake code quite a bit.

      -molo

      --
      Using your sig line to advertise for friends is lame.
    44. Re:Classics never die by Anonymous Coward · · Score: 0

      Obviously someone who didn't play via Kali http://en.wikipedia.org/wiki/Kali_%28software%29

      When I realized I was fragging players as far away as Brazil, Japan, etc. way back in 1995/1996, I saw the future of gaming.

    45. Re:Classics never die by dreamchaser · · Score: 1

      I agree; those are both ridiculous gameplay elements. I've always thought it was amusing that FPS players, arguably the cutting edge of photorealistic video game graphics and game physics, don't see a problem with characters behaving like a Loony Tunes cartoon.

      They are fucking games and nobody every claimed that they were supposed to be 'realistic'. They are about having fun, not simulating real world physics.

    46. Re:Classics never die by ByteSlicer · · Score: 1

      I recommend it. Make sure you install the Rebirth and SHTUP community mods, since they significantly improve the 3D models and the textures respectively.

    47. Re:Classics never die by Rexdude · · Score: 1

      Quake 1, 2 and 3 have already been ported to Symbian, with full OpenGL support. You just need the data files from the original game and you're good to go. The Quake 1 port even includes the original music by Nine Inch Nails in the background- I'm yet to see even a PC updated version that does that. The original game music was in the form of CD tracks, as was Quake 2.

      --
      "..One hosts to look them up, one DNS to find them, and in the darkness BIND them."
    48. Re:Classics never die by GaryPatterson · · Score: 1

      Bungie introduced a revolutionary game element called "plot" into Marathon, and the terminal text had a depth that was still being discussed years after the game's release.

      Great times...

    49. Re:Classics never die by GaryPatterson · · Score: 1

      story line is simple

      There was a story?

      I was a bit stunned by the comment, until I remembered that there was a story... sadly

      http://www.doomworld.com/10years/doomcomic/

      Read it and know that it contains everything about the Doom story, and even expands on it a little. It's probably better, come to think of it. I'm pretty sure it was an official release as well, so if you're one of those "canon / not canon" types, you'll love this.

  4. Bloody Hell by Anonymous Coward · · Score: 2, Funny

    I thought it was "Code Review of Doom" for the iPhone not "Code Review" of "Doom for the iPhone".
    I've seen some "code reviews of doom". I was looking forward to some juicy ApplePain.
    Oh well.

    1. Re:Bloody Hell by theJML · · Score: 1

      I read it the same way. I thought perhaps they were reviewing the source code for the OS or something and then I find "Doom"... which being an interesting game, isn't as great as reviewing the source code to the iPhone OS would be.

      --
      -=JML=-
  5. He's wrong though by Anonymous Coward · · Score: 5, Interesting

    Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection

    Not remotely true; DOOM's perspective is/was perfectly correct (apart from the monsters being billboards, of course - but they were perspective-correct billboards).

    The method for achieving perspective is rather unconventional, but the maths works out the same.

    Matching up floor and ceiling in an animated view with fake perspective is basically impossible.

    [I did a port of DOOM before it was open-source, so I know a thing or two about this.]

    1. Re:He's wrong though by jaggeh · · Score: 0, Troll

      The anonymous coward has a point! Beleive his unsupported claim at once!

      --
      I would give everything i own for a little bit more.
    2. Re:He's wrong though by Anonymous Coward · · Score: 5, Informative

      You are correct. What TFA probably means is that walls, floors and ceilings are drawn in strips, and that for every strip all the texels are looked up according to a straight line. But that doesn't mean at all that hence Doom just uses an orthogonal projection, since it actually let's things diminish in the distance properly. A lot of real three dimensional games actually linearised texel lookup, but that says nothing at all about the overall projection a game uses. If you want to know what an orthogonal projection looks like, go play Age of Empires. As an added comparison, take a look at Mode 7 tricks on the SNES. You can actually perspectively correctly display a flat surface on it. How is this done? By setting a different orthogonal projection for each (in this case horizontal) line. That does not mean however that games using this therefore use an orthogonal projection, because the parameters are different for each scanline and the overall projection is perspective.

    3. Re:He's wrong though by petermgreen · · Score: 1

      In a true perspective view different parts of a wall vertex will be different distances from your viewpoint, therefore they will not be a straight vertical line. In the psuedo perspective that doom and duke used a wall vertex is always a straight vertical line.

      This is more noticable in duke than in doom because duke lets you move your view up and down and therefore see angles further from the vertical than doom does.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    4. Re:He's wrong though by dpilot · · Score: 1

      Go try Heretic or Hexen - the originals based on Doom, and then make your call. Doom restricted things so you couldn't look up or down, and simplified the perspective issue. Heretic (followed by Hexen) added the ability to look up and down, and showed pretty bad perspective distortion.

      --
      The living have better things to do than to continue hating the dead.
  6. Interesting... by Anonymous Coward · · Score: 0, Troll

    http://www.nytimes.com/2010/02/04/us/politics/04scotus.html?hp

    FTA: “Go back and read why Tillman introduced that legislation,” Justice Thomas said, referring to Senator Benjamin Tillman. “Tillman was from South Carolina, and as I hear the story he was concerned that the corporations, Republican corporations, were favorable toward blacks and he felt that there was a need to regulate them.”

    I just find it interesting that Democrats are always on the wrong side of racial issues. Always. Whether it's American slavery, the Civil War, Reconstruction, Eugenics, or the modern-day example of how they strive to keep minorities enslaved on the government entitlement plantation. It's interesting to look at the vote totals by party in both houses of Congress for the Civil Rights Act of 1964: http://en.wikipedia.org/wiki/Civil_Rights_Act_of_1964#Vote_totals. Once again, Republicans led the way for racial justice - and as a result the Democrats lost the South. And yet minorities still vote overwhelmingly for Democrat candidates, despite the mountain of evidence that Democrats want to keep them ideologically and materially enslaved, and Republicans want to see them be able to stand on their own two feet. I just don't understand...

  7. I'd like to read this article by drinkypoo · · Score: 3, Funny

    But it won't fit on a 800 pixel wide screen. WTF? I thought it was a code review, not a flash game.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:I'd like to read this article by goldaryn · · Score: 1

      I'd like to read this article (Score:1)

      1) This is Slashdot

      Please read and at least attempt to understand comment before replying, kthxbye.

      2) See point 1.

    2. Re:I'd like to read this article by slim · · Score: 4, Informative

      You need the Readability bookmarklet.

    3. Re:I'd like to read this article by drinkypoo · · Score: 1

      I'd like to believe that this is a solution, but I've gone to that site and the sample text is off my screen unless I allow scripts from two domains. Also, I don't use the bookmarks toolbar, to save screen real estate on my netbook, where I need it. I don't even use the menu bar...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  8. A little off topic. by Anonymous Coward · · Score: 0

    IDDQD Anybody? If only I could remember more important things like I can a cheat code from 10 years ago.

    1. Re:A little off topic. by jaggeh · · Score: 0, Troll

      down up left left A right down

      idkfa

      supercalifragisexy

      L R L R ABBABBA

      scotty me up beamie

      --
      I would give everything i own for a little bit more.
    2. Re:A little off topic. by Clover_Kicker · · Score: 1

      idspispopd

    3. Re:A little off topic. by damn_registrars · · Score: 1

      idspispopd

      Somehow I don't see that being easy to enter on an iphone while playing doom...
      Although the important one was really IDKFA

      --
      Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
    4. Re:A little off topic. by Anonymous Coward · · Score: 0

      ABACAB

      up up down down left right left right B A start

      dipstick chojin \ekg

      satanra

      destruct (okay, not a cheat code... but still fun noneoftheless)

    5. Re:A little off topic. by Anonymous Coward · · Score: 0

      thereisnocowlevel
      sallyshers

    6. Re:A little off topic. by asylumx · · Score: 1

      smashing pumpkins into small piles of putrid debris?

    7. Re:A little off topic. by The+Archon+V2.0 · · Score: 1

      idspispopd

      Somehow I don't see that being easy to enter on an iphone while playing doom...

      Wasn't easy to enter on a keyboard while playing Doom. Hell, wasn't easy to remember (I'd need to recite the full name and use that as a mnemonic). Made worse because usually you had to type it twice in fairly quick succession. All likely reasons for why it was changed to IDCLIP for Doom 2.

    8. Re:A little off topic. by Anonymous Coward · · Score: 0

      Somehow I don't see that being easy to enter on an iphone while playing doom...

      You'd obviously enter iddqd first.

  9. These are implementation notes, not a code review by HisMother · · Score: 3, Insightful


    This isn't a "code review" -- it's a short monograph (with Quicktime movies!) that talks about how Id got DOOM working well on the iPhone. A "code review" is, well, a critique of code, and the style, correctness, and efficiency, thereof.
    </pedant>

    --
    Cantankerous old coot since 1957.
  10. What's with this CoreSurface licensing restriction by mikelieman · · Score: 4, Insightful

    The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore.

    Now this is what really annoys me. Here are tools. Appropriate tools. But you aren't allowed to use the tools, because what you're going to use them for offends The Gods.

    What was that RMS was saying again?

    --
    Technology -- No Place For Wimps! Grateful Dead and Jerry Garcia Chatroom -- http://www.wemissjerry.org
  11. Doom is still incredible by renrutal · · Score: 2, Interesting

    Heh, I remember playing Doom in my uncle's computer back in 94 as as 9 year old boy, and loved it, adored it.

    16 years later, now an employed programmer, I still think it is made of black sorcery and an ingenious amount of coding. That's awesome!

    Does Carmack /id Soft have a donation paypal-esque account? I'd love to give them what is due for all those early years of pure fun.

    1. Re:Doom is still incredible by XxtraLarGe · · Score: 1

      Does Carmack /id Soft have a donation paypal-esque account? I'd love to give them what is due for all those early years of pure fun.

      How about just buying one of their more recent games?

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    2. Re:Doom is still incredible by blahplusplus · · Score: 1

      Just buy their games. Go buy some copies of doom, quake or Doom 3 or wait for RAGE and buy a bunch of those.

    3. Re:Doom is still incredible by dskzero · · Score: 1

      I don't really want to pay them for the annoyance that was Doom 3 to be fair and honest.

      --
      Oblivion Awaits
    4. Re:Doom is still incredible by shutdown+-p+now · · Score: 2, Informative

      You can still buy id classics on e.g. Steam.

    5. Re:Doom is still incredible by daveime · · Score: 1

      I'd take his 16 years experience backed code over your 3 year college degree in Visual Basic anytime.

    6. Re:Doom is still incredible by Anonymous Coward · · Score: 0

      Better than being a shitty human being that fails at basic logic.

  12. Re:What's with this CoreSurface licensing restrict by slim · · Score: 4, Insightful

    What was that RMS was saying again?

    Don't bring attention to RMS's pragmatism. It confuses those who prefer to think of him as a hippy.

  13. If you can dream it you can Doom it. by TheLeopardsAreComing · · Score: 1

    So when can I expect Counterstrike for my iPhone?

    1. Re:If you can dream it you can Doom it. by pandrijeczko · · Score: 1

      When Google release the Nexus outside of the USA? Oh, sorry, not *THAT* kind of Counterstrike...

      By the way, I'm not normally finnicky but since you're an Apple user, I'm allowed to be - the Valve game is called "Counter-Strike", note the hyphen.

      --
      Gentoo Linux - another day, another USE flag.
    2. Re:If you can dream it you can Doom it. by TheLeopardsAreComing · · Score: 1

      Ha ha you're correct... I don't hang out enough at the coffee shop enough to be considered an "apple user" though. But from an ASIC design standpoint (when it first came out) it was pretty impressive what the iPhone could do -- I'm looking forward to seeing how the open nature of google will change the mobile device industry. I feel like the older games that people are porting over to mobile devices are popping out now because it presents software developers an interesting but achievable challenge... limited graphics, cache, memory, drive space, etc. There does not seem to be much seriousness in the whole process.

    3. Re:If you can dream it you can Doom it. by Cederic · · Score: 1

      Not sure, but I have Quake for my Nokia n900. It uses the tilt sensor for mouse-look, which is impressively usable too.

  14. Doom via phone, like most iPhone stuff, is not new by cacheMan · · Score: 1

    The Sony Ericson P800 and the Motorola A920 had Doom ports that were very true to the Doom experience... in 2003.

    As an unlocked A920 user, there is very little on the iPhone that I didn't see on that device. Apple's real accomplishment has been wrestling control away from the carriers who {locked down/disabled/walled gardened/made crappy} all of the devices that they sold.

    I am happy for what Apple has done. It has allowed me to buy a Motorola Droid from Verizon without all of the restrictions it would otherwise have had.

  15. Re:What's with this CoreSurface licensing restrict by Fahrvergnuugen · · Score: 4, Interesting

    Disallowing the use of private APIs ensures that your software will continue to function with new versions of the iPhone OS. The private APIs might change, but the public ones will not. The real questions is whether or not there should be a public API for CoreSurface.

    --
    Kiteboarding Gear Mention slashdot and get 10% off!
  16. Re:What's with this CoreSurface licensing restrict by anomnomnomymous · · Score: 0, Troll

    What was that RMS was saying again?

    "Oooh, there's something eatable in between my toes: Shall I eat it?!"

    Or were you referring to another quote of him?

    --
    When you shoot a mime, do you use a silencer?
  17. Re:What's with this CoreSurface licensing restrict by TheVelvetFlamebait · · Score: 0, Troll

    Hmm. I think you're the one who's confused.

    Making these tools free to use is pragmatic, and could come from any reasonable advocate of free software.

    Hard line refusing to use proprietary software/platforms is more RMS's philosophy, and is, for most people, not at all pragmatic.

    Does that clear things up?

    --
    You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
  18. Multiplayer by phorm · · Score: 1

    Doom as a general game as cool. Doom as a multiplayer/deathmatch game was freaking incredible at the time.
    While the whole "pixel 3d" theme may not have been new, I don't recall any other games of the like that were LAN'able or could be played on a 9600 baud modem.

    Maybe there were some, but I don't remember any.

  19. Re:What's with this CoreSurface licensing restrict by SatanicPuppy · · Score: 1

    Yea...But no. I appreciate their decision to limit their supported frameworks: it's basically the same decision as a console makers. They want a stable, easy to support platform that is still robust enough to allow people to do interesting things.

    It's not their job to support every conceivable framework. It's your job to develop within the boundaries that they've set, same as people have been doing with consoles and embedded devices for years.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  20. Re:What's with this CoreSurface licensing restrict by Anonymous Coward · · Score: 1, Funny

    What was that RMS was saying again?

    I don't remember, I was too busy watching him while he was talking.

  21. Doom was groundbreaking in ATMOSPHERICS by Anonymous Coward · · Score: 1, Informative

    Doom was groundbreaking in ATMOSPHERICS. Come on, in the second level that corridor with the lights out except the bust light flickering down the bottom with (unbeknownst to you at the time) Imp just out of sight under it?

    Atmospheric.

    Quake brought us Brown.

    If it is considered groundbreaking, then the ground it broke was one that gave us Ubuntu.

    It also, unlike Quake (and not repeated again until Serious Sam), gave us HORDES of enemies. Better yet, they'd start fighting. One much later level had a diagonal corridor that had the walls drop and scores of various demons were hiding. You ran through and the Imp missiles hit Cacofiends or whatever and they became pissed off, fighting Imps. Meanwhile, other monsters got in the crossfire and THEY got pissed off.

    If you were careful in your aim, you could get rid of them all and only have had to shoot a handful of them. Just don't miss 'cos that might spoil the personal barney going on between two demons, who hate you more than they hate each other.

    Tactical too.

    Quake? No. Quake 2 got a lot closer in playability and lost the brown mostly.

    1. Re:Doom was groundbreaking in ATMOSPHERICS by pwfffff · · Score: 1

      WTF are you smoking?

      Doom:

                Zombieman
              Shotgun guy
              Imp
              Demon
              Spectre
              Cacodemon
              Lost soul
              Baron of Hell
              Cyberdemon
        Spiderdemon

      Quake:

      Rottweilers
      Grunts
      Enforcers
      Knights
      Death Knights
      Rotfish
      Zombies
      Scrag
      Ogres
      Spawn
      Fiends
      Vores
      Shamblers
      Chthon
      Shub-Niggurat

      Quake also had fighting monsters. It became part of my strategy in the later levels. Only monsters of different types would attack each other though. It was real fun dodging ogre grenades and making them explode on a shambler, who would then ignore me and shoot lightning at my ogre buddy.

      Quake 2 sucked.

    2. Re:Doom was groundbreaking in ATMOSPHERICS by pwfffff · · Score: 1

      Wow, I'm glad all those whitespace characters decided to appear out of goddamn nowhere.

    3. Re:Doom was groundbreaking in ATMOSPHERICS by pwfffff · · Score: 1

      Oh, and you can't say jack shit about atmosphere. Have you even played Quake? There were castles, knights, moats, cliffs, lava pits, gates, moving floors, stained glass windows, bridges, crypts, tombstones, and even a motherfucking dopefish.

  22. Re:What's with this CoreSurface licensing restrict by Anonymous Coward · · Score: 0

    The real questions is whether or not there should be a public API for CoreSurface.

    No kidding, I mean, WTF would anybody ever use THAT for??

  23. Code Review of DOOM by asylumx · · Score: 3, Funny

    I think this is how I'll start referring to ALL my code reviews ;-)

    1. Re:Code Review of DOOM by InsaneLampshade · · Score: 1

      I've gotta say I only clicked on this article because I thought it was referencing some sort of epic overhaul of code for the iPhone OS. I can't be the only one disappointed to have thought "oh, that Doom."

  24. New iPhone Doom Feature: by DarthVain · · Score: 1

    Jump using accelerometer!

    Just like the unintentional Nintendo and Mario Bros. Which they should seriously do by the way!

  25. Good Job by BlackHawk-666 · · Score: 1

    That's a fine hack, well done old chap.

    --
    All those moments will be lost in time, like tears in rain.
  26. Re:These are implementation notes, not a code revi by Anonymous Coward · · Score: 0

    I wouldn't say you're being pedantic at all: I, for one, was really looking forward to a code review. (As a junior developer in an organisation too small or unwilling to do code reviews, I yearn for professional mentoring.)

  27. Quake 3 code is mostly ready for iPhone now. by Anonymous Coward · · Score: 3, Interesting

    A long time ago, I ported Quake 3 to windows mobile. Tedious, but it worked reasonably at around 30fps (and deathmatch worked) with OpenGLES acceleration on the Dell Axim x50v enabled with the intel 2700g coprocessor. The code is still out there, but frankly, it wouldn't be kosher for me to push a copy of Quake 3 to the iphone store since i dont have copyright access to the 'assets' of the game and i dont need to get sued or something.

    it's a bit useless to gpl your game and not the assets. If iD software wants to use the code for a quake 3 for iphone, they can do so at http://code.google.com/p/q3ce/source/checkout. Should save them some time. Open invite, go right ahead, i can't do anything with it these days anyway.

    (and yes, i converted the whole thing from floating point to fixed point using some fun c++ templates, poke around the code to see how it works, it's kinda neat.)

  28. Title by crono_acl · · Score: 1

    Did someone else read the word "doom" in the title out of context?

  29. Doom by sohp · · Score: 1

    From the headline, I was expecting a story about the code for the iPhone being put under the microscope of a top-to-bottom review -- you know, "The Code Review of Doom".

  30. which engine? by Anonymous Coward · · Score: 0

    So, prboom was used by Carmack as the codebase to port doom to the iphone right? Much like wolf3dredux was used to port wolf3d to the iphone. I can't find any information on what engine was used for the iphone version of duke3d. Anyone know which engine was used for iphone duke3d?