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| - The Doom rendering engine is the core of the game engine that powers Doom and its sequels, and that is used as a base to power other games by id Software licensees, notably Heretic, Hexen, and Strife. It was created by John Carmack, with auxiliary functions written by John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to DOS for Doom's initial release, and later ported to several other operating systems and game consoles.
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| abstract
| - The Doom rendering engine is the core of the game engine that powers Doom and its sequels, and that is used as a base to power other games by id Software licensees, notably Heretic, Hexen, and Strife. It was created by John Carmack, with auxiliary functions written by John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to DOS for Doom's initial release, and later ported to several other operating systems and game consoles. The source code for the Linux version of the Doom games was released to the public in 1997 under a license that granted rights to non-commercial use, and re-released under the GNU General Public License in 1999. As a result, dozens of user-developed source ports have been created which allow Doom to run on previously unsupported operating systems, often fix bugs (including the static limits noted below), and sometimes radically expand the engine's functionality with new features. It is not a true "3D" engine (as it is not possible to look up and down properly, and one sector cannot be placed above or beneath another), but is however a fairly elegant system which allows pseudo-3D rendering. When first published, Doom was revolutionary and almost unique in its ability to provide a fast texture-mapped 3D environment on contemporary hardware — late-model 386 and early 486 PCs, without specialised 3D graphics hardware, running at clock speeds of around 25-33MHz. Despite the simplicity and speed of the renderer, it has limitations. The base renderer relies on 16.16 fixed point numbers (whole numbers between -32,768 and 32,767 with fractions limited to multiples of 1/65,536). Due to such limitations, accuracy in small units is lost as the limited precision hinders accuracy especially when multiplying and dividing. High resolutions cause more graphical glitches especially above the 5,000 pixel resolution range, some glitches appear as field of view distortions along with floors and ceilings extending towards the horizon.
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