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Doom in WebGL

This is a complete rewrite of Doom where the original wad files can be used (not supplied) to play the game, the wad assets are extracted and converted on-the-fly creating custom textures and converting levels to real polygons to be used in WebGL 1.

Current Status

More of a map viewer than a game currently, no UI, collision detection, AI or interaction yet.

Preview

Doom 1 Doom 2

Running

  • Copy .wad file ('DOOM1.WAD', 'DOOM2.WAD', etc) to 'assets/wads'
  • Ensure NodeJS is installed
  • Run npm i to install dependencies
  • Launch web npm start

Roadmap

  • 3d scene
  • flats
    • flat textures
    • [/] atlas creator
    • animated flats
  • [-] walls
    • textures
    • transparency
    • clamped textures
    • animated walls
    • [/] empty walls - hall of mirrors effect
  • line def specials
    • floors
    • ceilings
    • doors
    • locked doors
    • lifts
    • stairs
    • crushers
    • light changers
    • exit
    • teleport
    • property transfer (extra)
    • scroll (extra)
  • performance
    • render visibility check
    • gpu level streaming
  • automap
  • [-] sky
    • working
    • custom sky shader
  • collision detection
  • Sector specials
    • Light (blink random)
    • Light (blink 0.5s)
    • Light (blink 1.0s)
    • Light (blink 0.5s) + damage 20% per second
    • Damage 10% per second
    • Damage 5% per second
    • Light (Oscillates)
    • Secret
    • Door (closes 30 seconds after level start)
    • End
    • Light (blink 0.5s synchronised)
    • Light (blink 1.0s synchronised)
    • Door (opens 300 seconds after level start)
    • Damage 20% per second
    • Light (flickers random)
  • [-] static 'things'
    • render
    • sector height/lighting
    • 3d models
    • collision detection
  • enemies
    • render/animate
    • collision
    • ai
    • 3d models
  • [/] hud
    • health
    • guns
    • inventory
  • vr
    • render view
    • touch controls
    • locomotion
  • extras
    • particles (smoke, bullet shells, blood splatter)
    • decals (bullet holes)
    • high res textures
    • bump maps
    • specular maps
    • custom water shaders
    • reflections
    • path tracing lighting model
  • audio
  • single player playthrough
  • multi player
    • deathmatch
    • coop
    • custom game types
  • custom wad
    • zdoom additions
    • [-] hexen
      • wad loading
      • specials

Known Issues

  • Sprite animation frames out of order

Legal

This project is in no way affliated with ID Software, ZeniMax Media or any subsidiaries. No copyright material has been used creating these works.

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Doom in WebGL, wad assets converted on-the-fly

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