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Doom
Doom is a legendary video game released in 1993, perhaps the most famous video game of all time, the game that popularized the first person shooter genre and shocked by its at the time extremely advanced 3D graphics (yes, it was actually 3D). It was made by Id Software, most notably by John Carmack (graphics + engine programmer) and John Romero (tool programmer + level designer). Doom is sadly proprietary, it was originally distributed as shareware (a free "demo" was available for playing and sharing with the option to buy a full version). However the game engine was later (1999) released as free (as in freedom) software under GPL which gave rise to many source ports. The assets remain non-free but a completely free alternative is offered by the Freedoom project that has created free as in freedom asset replacements for the game. Anarch is an official LRS game inspired by Doom, completely in the public domain.
{ Great books about Doom I can recommend: Masters of Doom (about the development) and Game Engine Black Book: Doom (details about the engine internals). ~drummyfish }
Partially thanks to the release of the engine under a FOSS license and its relatively suckless design (C language, software rendering, ...), Doom has been ported, both officially and unofficially, to a great number of platforms (e.g. Gameboy Advance, PS1, even SNES) and has become a kind of de facto standard benchmark for computer platforms -- you will often hear the phrase: "but does it run Doom?" Porting a Doom to any platform has become kind of a meme, someone allegedly even ported it to a pregnancy test (though it didn't actually run on the test, it was really just a display). { Still Anarch may be even more portable than Doom :) ~drummyfish }
The major leap that Doom engine's graphics brought was unprecedented, however Doom was not just a game with good graphics, it had extremely good gameplay, legendary music and art style and introduced the revolutionary deathmatch multiplayer, as well as a HUGE modding and mapping community. It was a success in every way -- arguably no other game has since achieved a greater revolution than Doom (no, not even Minecraft, World of Warcraft etc.). Many reviews of it just went along the lines: "OK, Doom is the best game ever made. now let's just take a look at the details...".
The game's backstory was simple and didn't stand in the way of gameplay, it's basically about a tough marine (so called Doomguy) on a Mars military base slaying hordes of demons from hell, all in a rock/metal style with a lot of gore and over-the-top violence (chain saws n stuff).
LOL someone created a Doom system monitor for Unix systems called psDooM where the monsters in game are the operating system processes and killing the monsters kills the processes.
Doom was followed by Doom II in 1995, which "content-wise" was basically just a data disc, the same game with new levels and some minor additions. Later there were some other releases and rereleases, notable is Doom III from 2004, Doom 2016 ("reboot") and Doom: Eternal (2020).
Doom Engine/Code
Doom source code is written in C89 and is about 36000 lines of code long. The original system requirements stated roughly a 30 MHz CPU and 4 MB RAM as a minimum. It had 27 levels (9 of which were shareware), 8 weapons and 10 enemy types. The engine wasn't really as flexible in a way "modern" programmers expect, many things were hard coded, there was no scripting or whatever (see? you don't fucking need it), new games using the engine had to usually modify the engine internals.
The game only used fixed point, no float!
The Doom engine was revolutionary and advanced (not only but especially) video game graphics by a great leap, considering its predecessor Wolf3D was really primitive in comparison (Doom basically set the direction for future trends in games such as driving the development of more and more powerful GPUs in a race for more and more impressive visuals). Doom used a technique called BSP rendering (levels were made of convex 2D sectors that were then placed in a BSP tree which helped quickly sort the walls for rendering front-to-back) that was able to render realtime 3D views of textured (all walls, floors and ceilings) environments with primitive lighting (per-sector plus diminishing lighting), enemies and items represented by 2D billboards ("sprites"). No GPU acceleration was used, graphics was rendered purely with CPU (so called software rendering, GPU rendering would come with Doom's successor Quake, and would also later be brought to Doom by newer community made engines, though the original always looks the best). This had its limitations, for example the camera could not tilt up and down and the levels could not have rooms above other rooms. The geometry of levels was only static, i.e. it could not change during play (only height of walls could), because rendering was dependent on precomputed BSP trees (which is what made it so fast). For these reasons some call Doom "pseudo 3D" or 2.5D rather than "true 3D". Nevertheless, though with limitations, Doom did present 3D views and internally it did work with 3D coordinates (for example the player or projectiles have 2D position plus height coordinate), despite some dumb YouTube videos saying otherwise. For this reason we prefer to call Doom a primitive 3D engine, but 3D nonetheless. Other games later used the Doom engine, such as Heretic, Hexen and Strife. The Doom engine was similar to and competing with Build engine that ran games like Duke Nukem 3D, Blood and Shadow Warrior. All of these 90s shooters were amazing in their visuals and looked far better than any modern shit. Build engine games had similar limitations to those of the Doom engine but would improve on them (e.g. faking looking up and down by camera tilting, which could in theory be done in Doom too, or allowing sloped floor and dynamic level geometry).
Indexed (palette) mode with "only" 256 colors was used for rendering. Precomputed color tables were used to make dimming of colors faster.
Doom also has a deterministic FPS-independent physics which allows for efficient recording of demos of its gameplay and creating tool assisted speedruns, i.e. the time step of game simulation is fixed (35 tics per second). Such demos can be played back in high quality while being minuscule in size and help us in many other ways, for example for verifying validity of speedruns. This is very nice and serves as an example of a well written engine (unlike later engines from the same creators, e.g. those of Quake games which lacked this feature -- here we can see how things get progressively shittier in computer technology as we go forward in time).
There is no antialiasing in the engine, i.e. aliasing can be noticed on far-away textures, but it is suppressed by the use of low-res textures and dimming far-away areas. There is also no edge smoothing (kind of misledingly known as "antialiasing") in the geometry rendering, the engine is subpixel accurate in rendering of the top and bottoms of the walls, i.e. the line these boundaries form may result in rasterizing slightly different pixels even if the start and end pixel is the same, depending on the subpixel position of the start and endpoint -- this feature doesn't much help in static screenshots but makes animation nicer.