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...)."
did you even read the article?
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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.
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.]
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
You need the Readability bookmarklet.
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.
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