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