| rdfs:comment
| - The Doom engine powers Doom and Doom II, and is separate from the assets and resources (data) used by those games. In a more technical sense, the engine is the executable elements of the games, based on the corresponding source code, as opposed to WAD and lump files. Various versions of the engine were released by id Software for the PC games, one per release but often shared by both games, as the same executables are used for both, only renamed accordingly.
|
| abstract
| - The Doom engine powers Doom and Doom II, and is separate from the assets and resources (data) used by those games. In a more technical sense, the engine is the executable elements of the games, based on the corresponding source code, as opposed to WAD and lump files. Various versions of the engine were released by id Software for the PC games, one per release but often shared by both games, as the same executables are used for both, only renamed accordingly. The engine is composed of a rendering engine which structures game levels and handles movement, effects, and obstructions during play, and an auxiliary Doom networking component to connect computers during multiplayer games. Additionally, the engine includes a sound management system, of which, unlike the rendering and networking functionality, the sources were not fully released to the public, as they included proprietary code written by Paul Radek. The latest version of the engine released for the games is the one included with version 1.9 of each game, although slightly modified versions were later issued with The Ultimate Doom and then Final Doom, although John Carmack, the main programmer, was not really involved in those two releases, and they are marked as "v1.9" notwithstanding the differences. The released source code, which includes some differences from the DOS incarnations to make the code more portable, is conveniently marked as version 1.10.
|