DOOM VS open-watcom-v2

Compare DOOM vs open-watcom-v2 and see what are their differences.

DOOM

DOOM Open Source Release (by id-Software)

open-watcom-v2

Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download. (by open-watcom)
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DOOM open-watcom-v2
91 23
12,687 914
2.8% 3.7%
2.5 9.9
7 days ago 3 days ago
C++ C
GNU General Public License v3.0 only GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

DOOM

Posts with mentions or reviews of DOOM. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.
  • Doom Released Under GPLv2
    4 projects | news.ycombinator.com | 17 Jan 2024
    commercially exploit or use for any commercial purpose."

    [1] https://github.com/id-Software/DOOM/commit/4eb368a960647c8cc...

  • GTA 5 source code leaks online
    3 projects | news.ycombinator.com | 25 Dec 2023
    The original Doom had third-party audio playback routines, so the source came with a rewritten sound server: https://github.com/id-Software/DOOM/tree/master/sndserv

        The bad news:  this code only compiles and runs on linux.  We couldn't
  • What you can do with C ?
    1 project | /r/C_Programming | 29 Nov 2023
  • Software Disenchantment
    5 projects | news.ycombinator.com | 23 Oct 2023
    Here's a repo for you with no test coverage and no auto-generated DI. They using unsafe pointers all over the place, too!

    https://github.com/id-Software/DOOM

    Shall I prepare the postage for the letter in which you'll call John Carmack an MBA? Should we send another to Chris Sawyer? I heard he didn't even write a formal design doc for Roller Coaster Tycoon!

  • Ask HN: Good practices for my first C project
    3 projects | news.ycombinator.com | 18 Oct 2023
    cURL is one of the most used C libs and is an example of good quality C code. If you follow the style used there, see e.g. https://github.com/curl/curl/blob/master/lib/dynhds.h (and associated dynhds.c) you will be good.

    Looking at the source of some of the old game-engines from the era that have since been released as open-source can also be helpful, like https://github.com/id-Software/DOOM.

    In both cases notice how simple and elegant a lot of the code is. There is already enough complexity inherent in the problem they are solving, and that is where the focus should be.

    Any IDE with a working language server to make it easy to jump around and refactor should work fine. Limitations might be due to the C language itself?

    Error handling on such a fixed platform does not need to be super-advanced. You should always be within the confines of the system so there shouldn't be much that can go wrong. If stuff goes wrong anyway just being able call a function Fatal("FooBar failed with code 34") when unexpected stuff happens and have it log somewhere to be able to dig around should be enough. You never need to be able to recover and retry.

    Make sure to use https://clang.llvm.org/docs/AddressSanitizer.html or a similar tool when developing outside of the PSOne.

    That said, consider statically allocating global buffers for most stuff and avoid using the heap for most stuff.

    Good luck working within the confines of the PSOne! Many hackers have pulled the hair from their head on that platform ;)

  • Ask HN: Where do I find good code to read?
    22 projects | news.ycombinator.com | 24 Aug 2023
  • Running Stable Diffusion in 260MB of RAM
    3 projects | news.ycombinator.com | 20 Jul 2023
    Probably more easily than you'd think. DOOM is open source[1], and as GP alludes, is probably the most frequently ported game in existence, so its source code almost certainly appears multiple times in GPT-4's training set, likely alongside multiple annotated explanations.

    [1] https://github.com/id-Software/DOOM

  • Where can I get game files to study?
    1 project | /r/GameDevelopment | 11 Jul 2023
  • Some were meant for C [pdf]
    2 projects | news.ycombinator.com | 21 Jun 2023
    I'd define an arena as the pattern where the arena itself owns N objects. So you free the arena to free all objects.

    My first job was at EA working on console games (PS2, GameCube, XBox, no OS or virtual memory on any of them), and while at the time I was too junior to touch the memory allocators themselves, we were definitely not malloc-ing and freeing all the time.

    It was more like you load data for the level in one stage, which creates a ton of data structures, and then you enter a loop to draw every frame quickly. There were many global variables.

    ---

    Wikipedia calls it a region, zone, arena, area, or memory context, and that seems about right:

    https://en.wikipedia.org/wiki/Region-based_memory_management

    It describes history from 1967 (before C was invented!) and has some good examples from Apache ("pools") and Postgres ("memory contexts").

    I also just looked at these codebases:

    https://github.com/mit-pdos/xv6-public (based on code from the 70's)

    https://github.com/id-Software/DOOM (1997)

    I looked at allocproc() in xv6, and gives you an object from a fixed global array. A lot of C code in the 80's and 90's was essentially "kernel code" in that it didn't have an OS underneath it. Embedded systems didn't run on full-fledges OSes.

    DOOM tends to use a lot of what I would call "pools" -- arrays of objects of a fixed size, and that's basically what I remember from EA.

    Though in g_game.c, there is definitely an arena of size 0x20000 called "demobuffer". It's used with a bump allocator.

    ---

    So I'd say

    - malloc / free of individual objects was NEVER what C code looked like (aside from toy code in college)

    - arena allocators were used, but global vars and pools are also very common.

    - arenas are more or less wash for memory safety. they help you in some ways, but hurt you in others.

    The reason C programmers don't malloc/free all the time is for speed, not memory safety. Arenas are still unsafe.

    When you free an arena, you have no guarantee there's nothing that points to it anymore.

    Also, something that shouldn't be underestimated is that arena allocators break tools like ASAN, which use the malloc() free() interface. This was underscored to me by writing a garbage collector -- the custom allocator "broke" ASAN, and that was actually a problem:

    https://www.oilshell.org/blog/2023/01/garbage-collector.html

    If you want memory safety in your C code, you should be using ASAN (dynamically instrumented allocators) and good test coverage. Arenas don't help -- they can actually hurt. An arena is a trivial idea -- the problem is more if that usage pattern actually matches your application, and apps evolve over time.

  • What is your gender?
    1 project | /r/teenagers | 18 Jun 2023
    Doom

open-watcom-v2

Posts with mentions or reviews of open-watcom-v2. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.
  • Djgpp
    4 projects | news.ycombinator.com | 17 Jan 2024
    https://github.com/open-watcom/open-watcom-v2

    In terms of ISO-complianceness, perhaps don't expect much. It basically C89 (the C99 support is still incomplete), and for C++... most likely not even C++98 - compliant.

  • Popularity of DOS/4GW made Win95 game compat easier, but with higher stakes
    5 projects | news.ycombinator.com | 29 Aug 2023
    > You will also want to start with a 16-bit C compiler like Borland Turbo C or Microsoft C

    The parent post mentioned they're going to use OpenWatcom which is an actively developed[0] C and C++ compiler that targets 16bit DOS (among others).

    [0] https://github.com/open-watcom/open-watcom-v2

  • #pragma once / header guards / C++ committee.
    2 projects | /r/cpp | 31 May 2023
    Despite the lack of feature support, the compiler is still updated to this day, and still does support DOS, Windows, Linux, and OS/2, so it's modern in the sense of maintenance, just not really standards support. If you got further questions, I can send you the Discord link. They are pretty friendly.
  • Rust is Boring
    6 projects | /r/rust | 13 Mar 2023
    My advice is, when you feel you need that challenge, install DOSBox or DOSBox-X and Open Watcom C/C++, DJGPP, or gcc-ia16 and do some retro-programming. You'll also get the fun of being able to do low-level hardware twiddling and rely on DOS being so simple that it's effectively an RTOS.
  • Build C/C++ programs to run on homebrew 286?
    1 project | /r/homebrewcomputer | 24 Feb 2023
    If you want to build under Linux, I would recommend you look at Open Watcom. It's the best open source 16-bit x86 C compiler, IMHO.
  • "My Reaction to Dr. Stroustrup’s Recent Memory Safety Comments"
    11 projects | /r/rust | 2 Feb 2023
    I have recently found out that Watcom C still exists. And not just exists, but there are plenty of commits.
  • Win16 Retro Development
    5 projects | news.ycombinator.com | 24 Dec 2022
    I should note, that OpenWatcom 2.0[1] is far better for supporting more recent C and C++ code, modern hosts and tooling, but still able to compile into 16 bit code. It is also actively maintained. Instead of MASM I recommend JWasm[2] + Jwlink[3]. Back in time I did a fork[4] of JWasm that has cleaner build system (CMake).

    [1] https://github.com/open-watcom/open-watcom-v2

    [2] https://github.com/Baron-von-Riedesel/JWasm

    [3] https://github.com/JWasm/JWlink

    [4] https://github.com/JWasm/JWasm

  • Rendering like it's 1996 - Baby's first pixel
    1 project | /r/programming | 16 Dec 2022
    If you want to run this in DOS: the code under src/should actually compile with this OpenWatcom fork via the -za99 flag. MiniFB however will not compile. You'd have to palettize the output pixel buffer to 256 colors and then blit it to 0xa000if you fancy that.
  • Falsehoods programmers believe about undefined behavior
    7 projects | /r/rust | 28 Nov 2022
    GCC, clang or maybe watcom? You wouldn't find it there (before invention of AGI, but that would be entirely different can of worms).
  • Having trouble setting up whonix on Mac OS
    1 project | /r/Whonix | 8 Nov 2022

What are some alternatives?

When comparing DOOM and open-watcom-v2 you can also consider the following projects:

project-based-tutorials-in-c - A curated list of project-based tutorials in C

gcc-ia16 - Fork of Lambertsen & Jenner (& al.)'s IA-16 (Intel 16-bit x86) port of GNU compilers ― added far pointers & more • use https://github.com/tkchia/build-ia16 to build • Ubuntu binaries at https://launchpad.net/%7Etkchia/+archive/ubuntu/build-ia16/ • DJGPP/MS-DOS binaries at https://gitlab.com/tkchia/build-ia16/-/releases • mirror of https://gitlab.com/tkchia/gcc-ia16

Apollo-11 - Original Apollo 11 Guidance Computer (AGC) source code for the command and lunar modules.

MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes

doomgeneric - Easily portable doom

em-dosbox - An Emscripten port of DOSBox

luxtorpeda - Steam Play compatibility tool to run games using native Linux engines

emu2 - Simple x86 and DOS emulator for the Linux terminal.

angband - A free, single-player roguelike dungeon exploration game

abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book

open-source-flash - Petition to open source Flash and Shockwave spec

awesome-dos - Curated list of references for development of DOS applications.