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Doom Maschine

To compile: $ cd doomgeneric $ make -f Makefile.doommaschine $ cargo build --manifest-path ../doommaschine-rs/Cargo.toml --release

To run: $ LD_LIBRARY_PATH=$LD_LIBRARY_PATH:$PWD/../doommaschine-rs/target/release ./doomgeneric -iwad ../DOOM.WAD

Original Readme

doomgeneric

The purpose of doomgeneric is to make porting Doom easier. Of course Doom is already portable but with doomgeneric it is possible with just a few functions. The limitation is there is no sound!

To try it you will need a WAD file (game data). If you don't own the game, shareware version is freely available (doom1.wad).

porting

Create a file named doomgeneric_yourplatform.c and just implement these functions to suit your platform.

  • DG_Init
  • DG_DrawFrame
  • DG_SleepMs
  • DG_GetTicksMs
  • DG_GetKey
Functions Description
DG_Init Initialize your platfrom (create window, framebuffer, etc...).
DG_DrawFrame Frame is ready in DG_ScreenBuffer. Copy it to your platform's screen.
DG_SleepMs Sleep in milliseconds.
DG_GetTicksMs The ticks passed since launch in milliseconds.
DG_GetKey Provide keyboard events.
DG_SetWindowTitle Not required. This is for setting the window title as Doom sets this from WAD file.

platforms

I have ported to Windows, X11, and Soso. Just look at (doomgeneric_win.c or doomgeneric_xlib.c).

Windows

Windows

X11 - Ubuntu

Ubuntu

X11 - FreeBSD

FreeBSD

SDL

SDL

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Easily portable doom

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