'Doom:' A Classic Game Postmortem

240K views · 10 years ago · talk · historical

John Romero and Tom Hall look back on the making of Doom in a GDC Classic Game Postmortem. They discuss how the id Software team designed and built the 1993 game.

HN people list it first among the Doom documentaries worth digging into, and cite it as a source for Doom's technical history.

6 comments from Hacker News

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@dfinninger2020 · in “The Polygons of Doom: PSX”
There are a ton of YouTube documentaries and things. From John Romero and Tom Hall: Doom: Classic Game Postmortem: ▶ this video And a great one made by a fan: RetroAhoy: Doom: link You can dig around YouTube and find a lot more. There are proper documentaries for DOOM (2016) by “NoClip”.
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@guiambros2020 · in “Doom: A Classic Game Post-Mortem [video]”
Submitted the video to Hacker News.
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@Maro2016 · in “Doom: A Classic Game Post-Mortem”
Submitted the video to Hacker News.
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@diegolo2015 · in “Doom: Post-Mortem (John Romero and Tom Hall at GDC 2011)”
Submitted the video to Hacker News.
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@mcphilip2013 · in “Doom released 20 years ago today”
I still play Doom and Doom 2, I even list it as an interest in my HN profile. It's the perfect FPS, to me. There's still a reasonably active community making custom WADs. It's amazing what some people have come up with for this 20 year old series [1]. There's a ladder of difficulty in custom WADs that I've been working my way up over the years before finally throwing in the towel because of Scythe 2 Map 23 [2]. On a side note, John Romero and Tom Hall did an hour long post mortem on the design and development of the original Doom a couple years ago [3]. I found it interesting. [1]link [2]link [3]▶ this video
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@bananaboy2026 · in “Making Graphics Like it's 1993”
Yes, I played it at the time on both a 286 and a 386. You might be right, although you're describing an algorithm more like what Duke3d used rather than raycasting in that case. I was talking purely about raycasting. So it sounds like a misunderstanding on my part. It's true that Carmack has said several times, including in the readme to the source release of Wolf3d [0], that a BSP-based renderer might be faster than raycasting. He used a BSP tree based renderer for the SNES port of Wolf3d because the CPU was even slower, so I suppose that answers it! There's also a note in the GEBB page 164 from Carmack where he says it was slower than "looping through a few long wall segments". [1] Early alpha versions of DOOM used a sector-based rendering technique, maybe like what you're describing, which ultimately was too slow [2]][3]. Then Carmack switched to BSP trees after doing the Wolf3d SNES port. I think it would be pretty interesting to implement the same game with both a raycasting approach and a BSP or Build-style portal/sector approach and compare performance on a 386. DOOM ran terribly on a 386 but it did a lot more than Wolf3d, so it's not a great comparison. Catacomb 3D didn't use raycasting (it used a wall span rendering techniqe) and ran better than Wolf3d on similar hardware, but it had a bunch of glitches. But Carmack says they were due to lack of experience rather than the technique itself. Anyway thanks for challenging my assumptions. This'll go on my todo list! [0] link [1] link [2] ▶ this video [3] link
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