"Doom" runs on any hardware

Mar 10, 2017 6 Replies

Doom on an ATM machine:


Doom on a printer:


Doom on a calculator:


Doom on a digital camera:


Doom on an oscilloscope:


Doom on a ZX Spectrum:


Doom on a Vectrex:



You are in a maze of twisty little passages, all alike...

John

It is very dark. You are likely to be eaten by a grue.

Huh, and a rather old one at that? That's kind of amazing.

I mean, a digital camera needs quite a bit of processing power, or acceleration (which probably wasn't available at the time) to handle JPEG compression, basic image processing, and analysis (white correction, filtering, calculating focus, etc.).

A look around suggests it's a 66MHz PowerPC, which is pretty amazing in

1998, and in a portable device at that. Not that it would've been as cheap as modern cameras, but you could've spent even more money, buying a not-very-much-faster Pentium II desktop, right?

Certainly good enough to run Doom, and maybe enough to handle Quake, for that matter!

Tim

Seven Transistor Labs, LLC Electrical Engineering Consultation and Contract Design Website: http://seventransistorlabs.com

Thanks. A few more:

Doom running on GE Vivid S5 Ultrasound

DOOM Running on The Macbook Pro's Touch Bar

Doom on the Apple Watch

Doom on a TI-Nspire calculator

Doom on a TI-83 Plus Calculator. Start at 7:28.

Doom piano

Doom on a Commodore 64 ( M.O.O.D. version)

Doom on a Commodore Vic 20

Doom on a Canon Pixma printer

Doom on a CNC controller

Jeff Liebermann jeffl@cruzio.com 150 Felker St #D http://www.LearnByDestroying.com Santa Cruz CA 95060 http://802.11junk.com Skype: JeffLiebermann AE6KS 831-336-2558

Cool!

Doom was one of the last PC games that used soley CPU-based rendering; Quake 1 did as well but had significantly higher requirements - Pentium-class CPU and 16 megs of RAM for any kind of decent performance IIRC.

After that just about any 3D game required hardware acceleration of the OpenGL/DirectX variety

Not entirely true! Abrash (from the same optimizing fame as Quake, and numerous other big software hits, articles, books and beyond) did a software renderer for Unreal Tournament 2004 (UT2k4).

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IIRC (I read this article series some years ago), it constitutes a set of tightly optimized assembly snippets, which are JIT compiled together for the particular rendering pipeline being asked for (since renderers have to support oodles of transformations, shaders and so on, which all vary with scene and content).

Dunno if there's any work more recent than that, but with GPUs becoming more and more GP, perhaps there will be something of a return to that. And also, the highly-parallel systems that JL's always talking about, will probably get here eventually.

Tim

Seven Transistor Labs, LLC Electrical Engineering Consultation and Contract Design Website: http://seventransistorlabs.com

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