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:
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
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
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).
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
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