![]() The version running on NeXT is programmed by John Carmack, John Romero, and Dave Taylor. With NeXT-Step based on i486 architecture, it ran smoothly under all conditions up to screen sizes of 400% with newer hardware. This version is sluggish on anything below an 040 NeXTstation/cube (though it runs smoother with a higher amount of memory), and is missing sound, which was added on the PC side. This was the version that the MS-DOS product emerged from, since, at the time, id Software was using a NeXTcube for its graphic-engine development. Official ports Personal computers NeXTSTEP Some of the ports are replications of the DOS version, while others differ considerably, including modifications to the level designs, monsters and game engine, with some ports offering content not included in the original DOS version. Since the original MS-DOS version, it has been released officially for a number of operating systems, video game consoles, handheld game consoles, and other devices. Retrieved 12 December 2019.The present article is a list of known platforms to which Doom has been confirmed to be ported.ĭoom is one of the most widely ported video games. "Rocket Jump: Quake and the Golden Age of First-Person Shooters. Vavoom - see skybox and stacked sectors at the ZDoom wiki.ZDoom and derivatives - see skybox, stacked sectors and line portals at the ZDoom wiki.Eternity Engine - see portals and linked portals at the Eternity Engine wiki.However, since displaying the walls of the projected area requires hacking the segs to change their position in the map to where they will be shown instead of where they actually are, the effect should only be used for viewing areas that cannot be visited. This effect, called a linguortal after its pioneer Andrew Stine (Linguica), can work with vanilla Doom though it may be broken by source ports depending on changes brought to the renderer. ―John Romero BSP hack portals īy hacking the BSP structure of a level, it is possible to create visual wall portals. Other examples include the Jedi engine used in Star Wars: Dark Forces, and the engine developed for Marathon.Īccording to John Romero, John Carmack originally intended to include portal rendering in the Doom engine: The Build engine, used notably in Duke Nukem 3D, is an example of a portal renderer. In a portal engine, every two-sided line is effectively a portal between the two sectors it connects, and the renderer will recursively process the content of each sector in view, this approach has the benefit that it requires very little work to support "non-Euclidian" architecture as the renderer does not need for the sectors to actually touch. This represents an alternative to the BSP-based approach in the Doom rendering engine. The phrase portal engine is or portal renderer is sometimes used when discussing approaches to software rendering. This allows to create " room-over-room" effect, however the mapper needs to make sure that the camera will always be at a valid position for any point where the portal surface can be seen otherwise a hall of mirrors effect will appear as if the player had noclipped into the void.įor more information on what types of portals are supported, how they are implemented, and the limitations they have refer to the documentation of the source port used. Moving-point portal The portal's camera moves along with the player. Fixed-point portal The view from the portal is always from the same point, usually chosen by a "camera" object in the reference sector. Floor or ceiling portal The portal's surface is on a floor or ceiling. Wall portal The portal's surface is on a wall. Pass-through portal Passing through such a portal is possible and allows to seamlessly get to the associated area. However, the portal remains impossible to pass through and no-clipping through it shows that there is actually nothing. Sight-only portal When looking at a portal surface, instead of seeing the surface, the player sees another part of the map. In a way, the sky in Doom can be thought of as a type of floor/ceiling portal, since the ceiling or floor does not display its flat in the normal manner, but instead shows a projected wall texture from a fixed viewpoint. The difference between a portal and a camera texture is that the angle and pitch of the viewpoint always match that of the player looking through the portal. A surface, such as a wall, a floor, or a ceiling, becomes a "window" allowing to see another part of the level. Portals allow a map to have a geometry not normally possible in a "2.5D" engine such as Doom. ![]()
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