FastDoom
doom-nano
FastDoom | doom-nano | |
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18 | 10 | |
347 | 266 | |
- | - | |
9.6 | 0.0 | |
13 days ago | about 2 years ago | |
C | C++ | |
GNU General Public License v3.0 only | - |
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FastDoom
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Doom(1993) on SSD1306
I'm 4 days late, but no, Doom won't run on an ESP32. The problem is RAM: original Doom requires 8 MiB. There's a port, FastDoom, that has been trimmed down to run on lower end computers, but even it requires 4 MiB. ESP32s typically have less than 512 KiB RAM.
- Chat GPT auttoi Tommi Koirikiveä koodaamaan parkkisakkosivuston muutamassa päivässä: ”Aika monta kertaa jouduin nostamaan leuan lattialta”
- Not Doom but its Wolfenstein 3D at CGA 8088 by James Howard
- What video game would you suggest to someone with a less powerful computer?
- FastDoom: Doom port for DOS, optimized to be as fast as possible!
- Area 5150: 8088 MPH gets a successor
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New release! FastDoom 0.8.14
Grab it here: https://github.com/viti95/FastDoom/releases/tag/0.8.14
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DOOM on an price scanner (90% vanilla)
So basically, as long as you've got a computer that has CGA (or even EGA) compatibility, you just download fastdoom https://github.com/viti95/FastDoom and openwatcom https://github.com/open-watcom/open-watcom-v2 which lets you compile dos programs.
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Modernizing the Wolfenstein 3D Fizzlefade Algorithm (2017)
1 Abrash wasnt the first person to discover modeX.
2 All Commander Keen game were EGA, with some having additional CGA mode.
3 Carmack didnt improve modeX, he hired Abrash to help with optimizing Doom. As a result Doom ended up with the stupid modeY (variation of modeX) which was a wash performance wise on slow 486, while tanking performance on faster processors. https://github.com/viti95/FastDoom switching original Doom sourcecode back to mode 13h (or even better VESA 320x200) results in substantial to huge performance improvements.
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The Modder's Desk - 3D Model
#1: I've been working on a 3D voxel engine for the GBA in the past couple weeks, this is my progress so far. | 17 comments #2: Super Mario 64 ported to MS-DOS #3: FastDoom — Doom port for DOS focusing on performance optimizations (CGA, EGA, Hercules support, "potato" detail level setting, new sound options, and other additions) | project by ViTi95 | 2 comments
doom-nano
- Doom(1993) on SSD1306
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arduino ide
how do i put this (https://github.com/daveruiz/doom-nano) to arduino ide or is it even possible
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I have issues whit Doom in arduino
he probably used this code
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Work in progress
At this moment it's not playable (yet). I'm basing myself on the Doom nano project (https://github.com/daveruiz/doom-nano/tree/234640478b38f16558b34b543ef6ff14b72e3fb2) which is not the actual Doom game but rather a raycasting engine using Doom sprites, need to find the time to continue my progress :)
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DOOM on keyboard OLED screen?
You need to have at least a 128x64 display. If you have a pro-micro based microcontroller I'm pretty sure that you wont be running real doom. You can try to port this code
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DooM on Arduino UNO with sound (instructions in video description)
Yes, https://github.com/daveruiz/doom-nano did a really amazing job in making a kinda doom running on atmega328, 3d rendering engine using just 1 kb of RAM (another 1 kb is needed as screen buffer) is mind-blowing
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Got free Arduino ... had to make it run DOOM.
"To be clear. This is not an actual Doom game, just picked some sprites from it (and simplified a lot). The rendering engine is more like a Wolfeistein 3D." - https://github.com/daveruiz/doom-nano
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hey i am planning to do doom on arduino but my file is not supported, if anyone here knows anything about an arduino compatible doom file please let me know
look what Google found
- hey, estoy planeando hacer doom en arduino pero mi archivo no es compatible, si alguien aquí sabe algo sobre un archivo de doom compatible con arduino por favor hágamelo saber
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Doom on Arduino
Ok so I wanna try this project where this person managed to run doom using an Arduino Uno. The video I saw was this https://www.youtube.com/watch?v=Qbt8HpTPRSY. The video also mentioned the original creator of this project and the source code is available here https://github.com/daveruiz/doom-nano. I am only confused as to how to arrange this in the compiler. Since I won't be using resistors as the page mentions how to use an internal pull-up resistor by editing one of the library files. Please help.
What are some alternatives?
TI-84-CE-DooM - A version of DooM for the TI-84 CE written in C.
esp32-doom - A proof-of-concept port of PrBoom to the ESP32. Needs psram hardware.
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
nRF52840Doom - Doom ported to a nRF52840-based BLE dongle
bareDOOM - DOOM ported to run within the barebox bootloader
uGrey - Micropython native module to display greyscale on a monochrome oled.
chocolate-doom - Chocolate Doom is a Doom source port that is minimalist and historically accurate.
dolp - game library for microcontrollers - micropython and Arduino
RetroFPSStudio - The public repo of Retro FPS Studio (RFS), for educational reading and not for reuse. See license.
Avara - Port of the original 1996 game from Ambrosia Software.
greaseweazle - Tools for accessing a floppy drive at the raw flux level
urho3d - Game engine