Talk:Doom engine

message: As of 7 March 2004, this article has been restarted with new base content. All the content was copied over from this Everything2 writeup, with the author's permission. Credit to Simon "fraggle" Howard for his generous contribution of an excellent article! Fredrik 20:21, 7 Mar 2004 (UTC)
thread_title: Article start

message: The article mentions other games "produced by licensees" using the Doom engine but does not list them. Perhaps someone could list them, or make a list at another article and link it? Some guy 20:36, 13 October 2005 (UTC)
thread_title: Licensees

message: Binary Space Partitioning was first used on Quake, not Doom.
The Doom games uses a technology called RayCasting, also invented by Carmack.  —Preceding unsigned comment added by 83.254.5.211 (talk) 09:01, 30 January 2009 (UTC)
replies: text: Have you looked at the source code? Ray casting was used in Wolfenstein, doom uses BSP. It is a 2D BSP tree. Quake uses a 3D BSP tree with precalculated leaf-to-leaf visibility. 76.119.233.105 (talk) 20:13, 17 August 2009 (UTC)

text: This is correct; an engine has more than one "thing" to it, after all... The type and the sorting/culling method are independent of each other. Among raycasters, Wolfenstein 3D used a simple block-check method. Meanwhile, Doom/Id Tech 1 used a BSP tree, and as another example, the Jedi engine was portal-based, relying instead on the relation between sectors to cull and prioritize. Furthermore, both the BSP tree and portal methods were equally adaptable to use for true-3D engines; id Tech 2/3 use BSP, while id Tech 4 uses portals. Nottheking (talk) 20:24, 10 March 2010 (UTC)
thread_title: BSP? Really? I thought it was RayCasting?

message: Hello. According to some other source, id Tech 1 is the Quake engine. On the id Software webpage, id Tech 2 only identify Quake 2 and they dont talk about the 1. So, are you sure about that? If any body can contact id to know the official reference, it can be very helpful. bayo 20:43, 7 November 2007 (UTC)
replies: text: Well, the Quake 2 source is derived from the Quake 1 source.  They're pitching this as technology to be licensed; there's no reason you would choose to license Quake 1 rather than Quake 2.  The source to Quake 1/2 are much more closely linked than others.  fraggle 08:58, 12 November 2007 (UTC)
replies: text: Any way we cant choose the Doom or Quake 1 engine licence, id dont support it more. But, this explanation convince me. Thanks for your answer. bayo 13:45, 14 November 2007 (UTC)
replies: text: As opposed to the official name of the engine, this should at most be added as a trivia note, as even if they eventually classified it as "id Tech 1" for general business reasons id Software does not use it as such in any way nor explicitly calls it thus anywhere. They don't offer "idTech1" deals to developers, for one. Who is like God? (talk) 00:49, 2 April 2008 (UTC)
replies: text: The name id Tech 1 simply does not exist. Todd Hoellensted said in an interview that he considers id Tech 1 to be the Doom AND Quake 1 technology, but that can not be id Tech 1 because those are two fastly different game engines. Also you can't go like Quake 1 is simmilar enough to Quake 2 to be id Tech 2, so Doom is id Tech 1, because it's unsourced and such reasoning does not answer the question what number the other earlier three id engines (Commander Keen, Wolfenstein 3D and Shadowcaster, that weren't renamed either) would have.  —Preceding unsigned comment added by 89.245.3.126 (talk) 09:28, 8 October 2009 (UTC)
replies: text: Don't forget the Hovertank 3D engine as well. The "id Tech" naming system has quite a few holes in it. Personally, I think that to be safe, someone try and find an additional reference to id using the term "id Tech 1" to refer to Doom's engine. Nottheking (talk) 20:33, 10 March 2010 (UTC)

text:  Every engine id Software has released source for since Quake shows that each engine is directly derivative to the engine before. I acknowledge that Quake and Quake 2 are closely tied: Quake even has #ifdef blocks of early Quake 2 code interspersed. The rationale that they should be considered the same engine due to close similarity, though, is plainly absurd in the same way that Doom is being called id Tech 1 when it has nearly zero relation code-wise to every engine succeeding it. I'm not sure if any of the Doom code was used in Quake whatsoever; Having done modifications on both engines, I don't think I recognized any shared code between them. Doom just doesn't fit into the direct engine lineage of Quake->Quake 2->Quake 3->Doom 3->RAGE. To me, Doom is no more related to the id Tech branding than Wolfenstein 3D and Commander Keen.  — Preceding unsigned comment added by 99.5.214.24 (talk) 04:04, 23 August 2011 (UTC)

text: I am pretty sure that id Tech 1 = Quake 1 engine and not Doom engine! AFAIK Quake 1 was the very first real 3D shooter, while e.g. Duke Nukem 3D and the like were mere 2D shooters.  But no matter matter how much (or little) the Doom1 engine has in common with the Quake engine, id tech1 = quake. ScotXW (talk) 12:19, 4 March 2014 (UTC)
thread_title: Really id Tech 1?

message: Would a section on improvements (such as slopes, DECORATE/SOC scripts, OpenGL) from Doom Sourceports be acceptable on this page? - Snip3rNife (talk) 03:14, 19 February 2008 (UTC)
thread_title:  Doom Sourceports? 

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