README.book 2.1 KB

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  1. The DOOM Book
  2. Shortly after the Wolfenstein 3D source release,
  3. I sent a mail to Jay Wilbur suggesting a book
  4. about the DOOM engine. I anticipated a similar
  5. release of the DOOM sources within a year or
  6. two, and the obvious problems with the Wolfenstein
  7. sources (lack of accompanying artwork, a code
  8. base not maintained for quite some time) seemed
  9. to demand a better approach. I talked to some
  10. publishing company reps at the Book Fair in 1995,
  11. and while they were cautiously interested, id was
  12. not.
  13. In the last weeks of 1996, following a visit at
  14. id Software two months earlier, and after the
  15. departure of Jay Wilbur, John Carmack asked me
  16. whether I was still interested in doing the book.
  17. I was, Bear sent me a code dump, and Todd
  18. Hollenshead set out to address the legal concerns
  19. (of which were many).
  20. Unfortunately, what might have worked in 1995
  21. turned out to be a doomed attempt in 1997. I won't
  22. go into the details - let's just say that my
  23. leaving university and going back to full time
  24. writing for a living repeatedly forced me to
  25. change priorities on what looked more and more
  26. like a project unlikely to generate any revenue.
  27. By mid of the year, when the legal issues had
  28. finally been settled, it didn't look like I was
  29. going to find a publisher at all. Following the
  30. Book Fair in 1997 and some more discussions
  31. (with about a dozen publishers, total), I gritted
  32. my teeth and decided to abandon the project.
  33. Note that the book project as such wasn't supposed
  34. to hold up the source release to the public.
  35. However, given the legal concerns relating to
  36. the third party sound code in DOS DOOM, and the
  37. lack of Win32 support as well as the advantages of
  38. an OpenGL based release, the idea was to put
  39. together a consistent, stable code base prior to
  40. public release - most of which was supposed to be
  41. an offspring of my reformatting and modifying the
  42. code for the book.
  43. None of this worked out as intended. However, I
  44. hope that, at long last, this distribution
  45. will finally provide a good point to start for
  46. any cooperative effort to extend the already
  47. impressive lifespan of DOOM into the age of
  48. multiplayer servers and hardware-accelerated
  49. clients.