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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 and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term " software engine" used in the softwar ...
that powers the id Software
games A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (su ...
'' Doom'' and '' Doom II: Hell on Earth''. It is also used in '' Heretic'', '' 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, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on
NeXT Next may refer to: Arts and entertainment Film * ''Next'' (1990 film), an animated short about William Shakespeare * ''Next'' (2007 film), a sci-fi film starring Nicolas Cage * '' Next: A Primer on Urban Painting'', a 2005 documentary film Lit ...
computers, it was ported to DOS 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 be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to ...
s and
operating system An operating system (OS) is system software that manages computer hardware, software resources, and provides common daemon (computing), services for computer programs. Time-sharing operating systems scheduler (computing), schedule tasks for ef ...
s. The
source code In computing, source code, or simply code, is any collection of code, with or without comment (computer programming), comments, written using a human-readable programming language, usually as plain text. The source code of a Computer program, p ...
to the
Linux Linux ( or ) is a family of open-source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991, by Linus Torvalds. Linux is typically packaged as a Linux distribution, which i ...
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. 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 that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two t ...
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 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 (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: 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 polygons, 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 Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for Hidden-surface determination#Visible surface determination, visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather t ...
. 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''. 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, it is sometimes possible if a bad BSP builder is used 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".Slime trail - The Doom Wiki
/ref> 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, coaxal, or coaxial when they share the same center or axis. Circles, regular polygons and regular polyhedra, and spheres may be concentric to one another (sharing the same center ...
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. This leads to one of ''Doom'''s classic limitations which frustrated many mappers for a long time. ''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 messages, "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'', '' Hexen: Beyond Heretic'', and '' Strife: Quest for the Sigil''. ; Games built directly on the ''Doom'' engine * '' Doom'' (1993) ** ''
The Ultimate Doom The present article is a list of known platforms to which '' Doom'' has been confirmed to be ported. '' Doom'' is one of the most widely ported video games. Since the original MS-DOS version, it has been released officially for a number of oper ...
'' (1995) * '' Doom II: Hell on Earth'' (1994) ** ''
Master Levels for Doom II ''Doom II'', also known as ''Doom II: Hell on Earth'', is a first-person shooter game by id Software. It was released for MS-DOS computers in 1994 and Macintosh computers in 1995. Unlike the original ''Doom'', which was initially only available ...
'' (1995) * '' Final Doom'' (1996) * '' Heretic'' (1994) ** '' Heretic: Shadow of the Serpent Riders'' (1996) * '' Hexen: Beyond Heretic'' (1995) ** '' Hexen: Deathkings of the Dark Citadel'' (1996) * '' Strife: Quest for the Sigil'' (1996) ; Games based on the ''Doom'' or ''Doom II'' code * '' Chex Quest'' (1996) ** '' Chex Quest 2: Flemoids Take Chextropolis'' * '' Doom 64'' (1997) * '' Hacx: Twitch 'n Kill'' (1997)


See also

* List of game engines * First-person shooter engine *
id Tech id Tech is a series of separate game engines designed and developed by id Software. Prior to the presentation of the id Tech 5-based game ''Rage'' in 2011, the engines lacked official designation and as such were simply referred to as the '' D ...
* Build (game engine) * ''Quake'' engine * ''Quake'' (series) * List of first-person shooter engines


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
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Doom Wiki

Doom engine full games list

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