HOME

TheInfoList



OR:

id Tech 1, also known as the ''Doom'' engine, is the
game engine A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
used in the
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s '' Doom'' and '' Doom II: Hell on Earth''. It is also used in ''
Heretic Heresy is any belief or theory that is strongly at variance with established beliefs or customs, particularly the accepted beliefs or religious law of a religious organization. A heretic is a proponent of heresy. Heresy in Christianity, Judai ...
'', '' Hexen: Beyond Heretic'', '' Strife: Quest for the Sigil'', '' Hacx: Twitch 'n Kill'', '' Freedoom'', and other games produced by licensees. It was created by
John Carmack John D. Carmack II (born August 21, 1970) is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games ''Commander Keen'', ''Wolfenstein 3D'', ''Do ...
, with auxiliary functions written by Mike Abrash,
John Romero Alfonso John Romero (born October 28, 1967) is an American video game developer. He co-founded id Software and designed their early games, including ''Wolfenstein 3D'' (1992), ''Doom (1993 video game), Doom'' (1993), ''Doom II'' (1994), ''Hexen ...
, Dave Taylor, and Paul Radek. Originally developed on
NeXT NeXT, Inc. (later NeXT Computer, Inc. and NeXT Software, Inc.) was an American technology company headquartered in Redwood City, California that specialized in computer workstations for higher education and business markets, and later develope ...
computers, it was ported to
MS-DOS MS-DOS ( ; acronym for Microsoft Disk Operating System, also known as Microsoft DOS) is an operating system for x86-based personal computers mostly developed by Microsoft. Collectively, MS-DOS, its rebranding as IBM PC DOS, and a few op ...
and compatible operating systems for ''Doom'''s initial release and was later ported to several
game console A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location conne ...
s and
operating system An operating system (OS) is system software that manages computer hardware and software resources, and provides common daemon (computing), services for computer programs. Time-sharing operating systems scheduler (computing), schedule tasks for ...
s. The
source code In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only ...
to the
Linux Linux ( ) is a family of open source Unix-like operating systems based on the Linux kernel, an kernel (operating system), operating system kernel first released on September 17, 1991, by Linus Torvalds. Linux is typically package manager, pac ...
version of ''Doom'' was released to the public under a license that granted rights to non-commercial use on December 23, 1997, followed by the Linux version of ''Doom II'' about a week later on December 29, 1997. The source code was later re-released under the GNU General Public License v2.0 or later on October 3, 1999. The dozens of unofficial ''Doom'' source ports that have been created since then allow ''Doom'' to run on previously unsupported operating systems and sometimes radically expand the engine's functionality with new features. Although the engine renders a 3D space, that space is projected from a two-dimensional
floor plan In architecture and building engineering, a floor plan is a technical drawing to scale, showing a view from above, of the relationships between rooms, spaces, traffic patterns, and other physical features at one level of a structure. Dimensio ...
. The line of sight is always parallel to the floor, walls must be perpendicular to the floors, and it is not possible to create multi-level structures or sloped areas (floors and ceilings with different angles). Despite these limitations, the engine represented a technological leap from id's previous ''Wolfenstein 3D'' engine. The ''Doom'' engine was later renamed to "id Tech 1" in order to categorize it in a list of id Software's long line of game engines.


Game world

The ''Doom'' engine separates rendering from the rest of the game. The graphics engine runs as fast as possible, but the game world runs at 35 frames per second regardless of the hardware, so multiple players can play against each other using computers of varying performance.


Level structure

A simple setup demonstrating how ''Doom'' represents levels internally
Viewed from the top down, all ''Doom'' levels are actually two-dimensional, demonstrating one of the key limitations of the ''Doom'' engine: room-over-room is not possible. This limitation, however, has a silver lining: a "map mode" can be easily displayed, which represents the walls and the player's position, much like the first image to the right.


Basic objects

The base unit is the vertex, which represents a single 2D point. Vertices (or "vertexes" as they are referred to internally) are then joined to form lines, known as "linedefs". Each linedef can have either one or two sides, which are known as "sidedefs". Sidedefs are then grouped together to form
polygon In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain. The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon ...
s; these are called "sectors". Sectors represent particular areas of the level.


Sectors

Each sector contains a number of properties: a floor height, ceiling height, light level, a floor
texture Texture may refer to: Science and technology * Image texture, the spatial arrangement of color or intensities in an image * Surface texture, the smoothness, roughness, or bumpiness of the surface of an object * Texture (roads), road surface c ...
and a ceiling texture. To have a different light level in a particular area, for example, a new sector must be created for that area with a different light level. One-sided linedefs therefore represent solid walls, while two-sided linedefs represent bridge lines between sectors.


Sidedefs

Sidedefs are used to store wall textures; these are completely separate from the floor and ceiling textures. Each sidedef can have three textures; these are called the middle, upper and lower textures. In one-sided linedefs, only the middle texture is used for the texture on the wall. In two-sided linedefs, the situation is more complex. The lower and upper textures are used to fill the gaps where adjacent sectors have different floor and ceiling heights: lower textures are used for steps, for example. The sidedefs can have a middle texture as well, although most do not; this is used to make textures hang in mid air. For example, when a transparent bar texture is seen forming a cage, this is an example of a middle texture on a two-sided linedef.


Binary space partitioning

''Doom'' makes use of a system known as
binary space partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representa ...
(BSP). A tool is used to generate the BSP data for a level beforehand. This process can take quite some time for a large level. It is because of this that it is not possible to move the walls in ''Doom''; while doors and lifts move up and down, none of them ever move sideways. The level is divided up into a
binary tree In computer science, a binary tree is a tree data structure in which each node has at most two children, referred to as the ''left child'' and the ''right child''. That is, it is a ''k''-ary tree with . A recursive definition using set theor ...
: each location in the tree is a "node" which represents a particular area of the level (with the root node representing the entire level). At each branch of the tree there is a dividing line which divides the area of the node into two subnodes. At the same time, the dividing line divides linedefs into line segments called "segs". At the leaves of the tree are
convex polygon In geometry, a convex polygon is a polygon that is the boundary of a convex set. This means that the line segment between two points of the polygon is contained in the union of the interior and the boundary of the polygon. In particular, it is ...
s, where further division of the level is not needed. These convex polygons are referred to as subsectors (or "SSECTORS"), and are bound to a particular sector. Each subsector has a list of segs associated with it. The BSP system sorts the subsectors into the right order for rendering. The algorithm is fairly simple: #Start at the root node. #Draw the child nodes of this node recursively. The child node closest to the camera is drawn first using a Scanline algorithm. This can be found from looking at which side of the node's dividing line the camera is on. #When a subsector is reached, draw it. The process is complete when the whole column of pixels is filled (i.e., there are no more gaps left). This ordering ensures that no time is used drawing objects that are not visible and as a result maps can become very large without any speed penalty.


Rendering


Drawing the walls

All of the walls in ''Doom'' are drawn vertically; it is because of this that it is not possible to properly look up and down. It is possible to perform a form of look up/down vi
"y-shearing"
and many modern ''Doom'' source ports do this, as well as later games that use the engine, such as ''
Heretic Heresy is any belief or theory that is strongly at variance with established beliefs or customs, particularly the accepted beliefs or religious law of a religious organization. A heretic is a proponent of heresy. Heresy in Christianity, Judai ...
''. Essentially this works by moving the horizon line up and down within the screen, in effect providing a "window" on a taller viewable area. By moving the window up and down, it is possible to give the illusion of looking up and down. However, this will distort the view the further up and down the player looks. The ''Doom'' engine renders the walls as it traverses the BSP tree, drawing subsectors by order of distance from the camera so that the closest segs are drawn first. As the segs are drawn, they are stored in a linked list. This is used to clip other segs rendered later on, reducing overdraw. This is also used later to clip the edges of sprites. Once the engine reaches a solid (1-sided) wall at a particular x coordinate, no more lines need to be drawn at that area. For clipping the engine stores a "map" of areas of the screen where solid walls have been reached. This allows far away parts of the level which are invisible to the player to be clipped completely. The ''Doom'' graphic format stores the wall textures as sets of vertical columns; this is useful to the renderer, which essentially renders the walls by drawing many vertical columns of textures.


Floor and ceiling

The system for drawing floors and ceilings ("flats") is less elegant than that used for the walls. Flats are drawn with a flood fill-like algorithm. Because of this, if a bad BSP builder is used, it is sometimes possible to get "holes" where the floor or ceiling bleeds down to the edges of the screen, a visual error commonly referred to as a "slime trail". This is also the reason why if the player travels outside of the level using the noclip cheat the floors and ceilings will appear to stretch out from the level over the empty space. The floor and ceiling are drawn as "visplanes". These represent horizontal runs of texture, from a floor or ceiling at a particular height, light level and texture (if two adjacent sectors have exactly the same floor, these can get merged into one visplane). Each x position in the visplane has a particular vertical line of texture which is to be drawn. Because of this limit of drawing one vertical line at each x position, it is sometimes necessary to split visplanes into multiple visplanes. For example, consider viewing a floor with two
concentric In geometry, two or more objects are said to be ''concentric'' when they share the same center. Any pair of (possibly unalike) objects with well-defined centers can be concentric, including circles, spheres, regular polygons, regular polyh ...
squares. The inner square will vertically divide the surrounding floor. In that horizontal range where the inner square is drawn, two visplanes are needed for the surrounding floor. ''Doom'' contained a static limit on the number of visplanes; if exceeded, a "visplane overflow" would occur, causing the game to exit to DOS with one of two errors, "No more visplanes!" or "visplane overflow (128 or higher)". The easiest way to invoke the visplane limit is a large checkerboard floor pattern; this creates a large number of visplanes. As the segs are rendered, visplanes are also added, extending from the edges of the segs towards the vertical edges of the screen. These extend until they reach existing visplanes. Because of the way this works, the system is dependent on the fact that segs are rendered in order by the overall engine; it is necessary to draw nearer visplanes first, so that they can "cut off" by others further away. If unstopped, the floor or ceiling will "bleed out" to the edges of the screen, as previously described. Eventually, the visplanes form a "map" of particular areas of the screen in which to draw particular textures. While visplanes are constructed essentially from vertical "strips", the actual low level rendering is performed in the form of horizontal "spans" of texture. After all the visplanes have been constructed, they are converted into spans which are then rendered to the screen. This appears to be a trade off: it is easier to construct visplanes as vertical strips, but because of the nature of how the floor and ceiling textures appear it is easier to draw them as horizontal strips.


Things (sprites)

Each sector within the level has a linked list of things stored in that sector. As each sector is drawn the sprites are placed into a list of sprites to be drawn. If not within the field of view these are ignored. The edges of sprites are clipped by checking the list of segs previously drawn. Sprites in ''Doom'' are stored in the same column based format as the walls are, which again is useful for the renderer. The same functions which are used to draw walls are used to draw sprites as well. While subsectors are guaranteed to be in order, the sprites within them are not. ''Doom'' stores a list of sprites to be drawn ("vissprites") and sorts the list before rendering. Far away sprites are drawn before close ones. This causes some overdraw but usually this is negligible. There is a final issue of middle textures on 2-sided lines, used in transparent bars for example. These are mixed in and drawn with the sprites at the end of the rendering process, rather than with the other walls.


Games using the ''Doom'' engine

The ''Doom'' engine achieved most of its fame as a result of powering the classic first person shooter '' Doom'', and it was used in several other games. It is usually considered that the "Big Four" ''Doom'' engine games are '' Doom'', ''
Heretic Heresy is any belief or theory that is strongly at variance with established beliefs or customs, particularly the accepted beliefs or religious law of a religious organization. A heretic is a proponent of heresy. Heresy in Christianity, Judai ...
'', '' Hexen: Beyond Heretic'', and '' Strife: Quest for the Sigil''.


Games built directly on the ''Doom'' engine


Games based on the ''Doom'' or ''Doom II'' code

In the 1990s a handful of developers acquired licenses to distribute total conversions of ''Doom'', and following the 1997 source code release a number of standalone titles have been produced in the engine, including
freeware Freeware is software, often proprietary, that is distributed at no monetary cost to the end user. There is no agreed-upon set of rights, license, or EULA that defines ''freeware'' unambiguously; every publisher defines its own rules for the free ...
,
fangames A fan game is a video game that is fan labor, created by fans of a certain topic or intellectual property, IP. They are usually based on one, or in some cases several, video game entries or franchises. Many fan games attempt to Clone (computing) ...
and commercial titles.


See also

* List of game engines *
First-person shooter engine A first-person shooter engine is a game engine, video game engine specialized for simulating 3D graphics, 3D environments for use in a first-person shooter video game. First-person refers to the view where the players see the world from the eyes o ...
* id Tech * Build (game engine) * ''Quake'' engine * ''Quake'' (series) *
List of first-person shooter engines This is a sortable list of first-person shooter engines. Early 1970s - Late 1980s: wireframes to flat-shaded 3D Early 1990s: 2.5D environments and textures Mid 1990s: 3D texture mapping , beginnings of hardware acceleration Late 1990s: 32 ...


Notes


GL nodes specification

Utilities to edit Doom and Doom2

Doom engine code review
by Fabien Sanglard


References


External links


Doom engine
o
Doom Wiki

Doom rendering engine
o
Doom Wiki

Doom engine full games list

Source code of the Doom engine
{{Video game engines 1993 software Doom (franchise) Formerly proprietary software Game engines for Linux Id Tech