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...)."
When in slashdot, nerds dont RTFA.
did you even read the article?
You must be new here...
Forgive my ignorance, but couldn't you have the original software renderer write to an in-memory buffer and then upload that using glTexSubImage2D()?
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.
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.
What makes articles slashdotted anyway?...
Or is that some mystery not approachable "even" by 6-digiters?
One that hath name thou can not otter
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.]
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.'"
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.'
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.
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
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.
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.
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!
There are those who read (and create the /. effect) and those who post. The intersection of those groups is vanishingly small.
.\ is the MS-DOS oriented slashdot, right?
Buanzo Consulting - 15 Years of GNU/Linux experience, for you.
I think this is how I'll start referring to ALL my code reviews ;-)
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.)