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Doom engine : ウィキペディア英語版
Doom engine

id Tech 1, also known as the ''Doom'' engine, is the game engine that powers the id Software games ''Doom'' and ''Doom II: Hell on Earth''. It is also used in ''Heretic'', ''Hexen: Beyond Heretic'', ''Strife: Quest for the Sigil'', ''Hacx: Twitch 'n Kill'', ''Freedoom'', and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to DOS for ''Doom'''s initial release and was later ported to several game consoles and operating systems.
The source code to the Linux version of ''Doom'' was released to the public under a license that granted rights to non-commercial use on December 23, 1997. The source code was later re-released under the GNU General Public License in 1999.〔(The ''Doom'' source code ) - released in 1997, now under the GNU General Public License from Id Software's FTP Site〕〔
(The ''Doom'' source code from 3ddownloads.com ) - released in 1997, now under the GNU General Public License
The dozens of unofficial ''Doom'' source ports that have been created since then allow ''Doom'' to run on previously unsupported operating systems and sometimes radically expanding the engine's functionality with new features.
Although the engine renders a 3D space, that space is projected from a two-dimensional floor plan. The line of sight is always parallel to the floor, walls must be perpendicular to the floors, and it is not possible to create multi-level structures or sloped areas (floors and ceilings with different angles). Despite these limitations, the engine represented a technological leap from id's previous ''Wolfenstein 3D'' engine. The ''Doom'' engine was later renamed to "id Tech 1" in order to categorize it in a list of id Software's long line of game engines.〔(【引用サイトリンク】url=http://www.giantbomb.com/id-tech-1/3015-3803/ )
==''Doom'' level structure==

A simple setup demonstrating how ''Doom'' represents levels internally

Viewed from the top down, all ''Doom'' levels are actually two-dimensional, demonstrating one of the key limitations of the ''Doom'' engine: it is not possible to have "rooms above rooms". This limitation, however, has a silver lining: a "map mode" can be easily displayed, which represents the walls and the player's position, much like the first image to the right.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Doom engine」の詳細全文を読む



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