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> Fun fact: the creator of the DF engine told me he based it on a reverse engineering of a beta release of DOOM.

Can you provide a source? As I understand it DF is based on the (pre release?) Tie Fighter engine, and DF began production before Doom released. That's why for example DF has some non-textured 3D models like the turrets and mouse droids. I follow The Force Engine (reverse engineered fan port) and Dev Game Club (hosts worked at LA).

Supposedly DF devs did see Doom (perhaps even a pre release version), but already had their own tech working by that point.

> Apparently, the final release of DOOM cut a lot of engine features to gain speed.

Doubt. There's a lot of interviews with the ID guys, and I don't recall anyone saying they cut significant technical features. They made Doom in only 13 months, minus almost a month to port Wolf3D to SNES. Maybe Carmack -- or the released alphas and betas -- can clarify? Or perhaps you are confusing some of the Doom porting efforts, which did cut down levels and sometimes features significantly.



> Can you provide a source?

All of this the DF engineer told me face to face. Might have been based on an alpha version of DOOM. He might have already had some tech for DF before studying DOOM. It was a casual conversation over ten years ago.

I don't recall what the changes were. Something about being less flexible to be faster. Only way to know would be to redo the reverse engineering of the BSP format from one of http://toastytech.com/dooma/




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