[HN Gopher] D3wasm 0.4 - Doom 3 in WASM
       ___________________________________________________________________
        
       D3wasm 0.4 - Doom 3 in WASM
        
       Author : nkjoep
       Score  : 278 points
       Date   : 2022-09-28 10:47 UTC (12 hours ago)
        
 (HTM) web link (wasm.continuation-labs.com)
 (TXT) w3m dump (wasm.continuation-labs.com)
        
       | nonethewiser wrote:
       | So is WASM basically just going to be about video games? And
       | graphics rendering?
        
         | flohofwoe wrote:
         | Well, that would be great, yeah. But the other web APIs
         | (everything except WASM, WebGL and WebGPU) still have a long
         | way to go to provide the same functionality as native APIs that
         | are relevant for gaming. Currently the web equivalents are a
         | massive PITA to work with. The web platform needs something
         | like the DirectX or Proton initiatives to make it viable for
         | games, WASM and WebGPU alone are not enough.
        
           | vinkelhake wrote:
           | I have no idea why this is getting downvoted. Floh is, among
           | other things, the author of Sokol, which is a set of cross
           | platform libs suitable for game dev. Sokol has "native"
           | support for the web, which means you can write your app
           | against Sokol and don't have to deal directly with these
           | painful web APIs.
           | 
           | I've personally used Sokol for a number of projects and it
           | has been great. You get something much leaner and meaner
           | compared to the Emscripten port of SDL, which otherwise seems
           | to be the "default" when people do these things.
           | 
           | https://github.com/floooh/sokol
        
         | PoignardAzur wrote:
         | Speaking as someone working on a webassembly port of a non-
         | video game software for a living: yeah maybe.
         | 
         | It's certainly the use-case that received the most love.
        
         | VikingCoder wrote:
         | WASD + WASM = <3
        
         | Javantea_ wrote:
         | I used emscripten to make physics and math software written in
         | Fortran available to my JavaScript program. I would've used
         | wasm, but it was in poor shape back when I wrote the software.
         | There are a lot of things besides games and graphics written in
         | C/C++ that can be used in JavaScript as a result of emscripten
         | and wasm.
        
         | RunSet wrote:
         | If only.
         | 
         | https://github.com/jtgrassie/xmr-wasm
        
           | boppo1 wrote:
           | I wondered as I clicked, "why would someone want a limited
           | application set for WASM? Wouldn't it be better if more--Oh
           | yes, I see."
        
             | astlouis44 wrote:
             | Yeah WebAssembly enables casual gamers, gamers on Macs
             | (especially on newer M1/M2 devices with limited game
             | compatibility natively) and students on Chromebooks to jump
             | into a game in a low friction manner. And this isn't even
             | mentioning being able to reach mobile devices, which
             | represents the largest portion of revenue in the games
             | industry today.
             | 
             | Couple this with the fact that developers won't have to pay
             | a 30% fee for distribution on the web, and you have the
             | recipe for the next big games platform that's hardware
             | agnostic by default. Very disruptive stuff.
        
               | anthk wrote:
               | Mac users already have Rosetta, they don't need any
               | limited gaming platform. And Chromebooks have native
               | Android and Linux compatibility (plus Wine and Steam), so
               | the WASM gaming would be useless for them compared to
               | native GL/Vulkan rendering thru MESA under ChromeOS.
        
       | omeysalvi wrote:
       | Doom 3's design suffered due to its programming innovations.
       | Since the game developers wanted to show off the real time
       | lighting, they opted for a horror like design that showed off the
       | tech. It kinda drove it away from the thing that made the
       | original Doom games fun - fast paced fps action
        
       | beebeepka wrote:
       | Dear god, I was just thinking that it's about time we have Doom 3
       | running in a browser. Good job. In fact, 8 am going to try it
       | right now
        
       | tmikaeld wrote:
       | Ooof, performance on an Mac Studio was not great, ~30-60fps
        
         | antihero wrote:
         | Weird, was mostly 60FPS on a 2019 MBP.
         | 
         | Just couldn't press INSERT/HOME to actually get anywhere when
         | necessary :(
        
           | lmohseni wrote:
           | If you hold the function key ('fn') and press the left arrow
           | it works. Macs map fn+arrows to home, end, pgup, and pgdown.
        
         | zeristor wrote:
         | Is that an unladen MacStudio?
        
           | TheRealDunkirk wrote:
           | An African or European MacStudio?
        
             | rcarmo wrote:
             | I see what you did there...
        
               | [deleted]
        
               | bhedgeoser wrote:
               | I don't get it
        
               | Narishma wrote:
               | It's from Monty Python and the Holy Grail.
        
       | madrox wrote:
       | I'm getting ~15 FPS on this demo, which is roughly the same FPS I
       | got on my potato PC when Doom 3 launched. Really brings me back.
       | 
       | I'm used to seeing Doom running on all kinds of platforms, but
       | it's inspiring and humbling to see Doom 3 - a game I have vivid
       | memories of being in awe of - running in a browser. It really
       | highlights how far tech has come when I wasn't looking. In many
       | ways, my old eyes don't see much different from Doom 3 high end
       | graphics and the graphics of modern games.
        
       | sails wrote:
       | Runs great on M2 MBA! How do I skip the dialogue and go full
       | screen?
        
       | m00dy wrote:
       | looks great
        
       | daurnimator wrote:
       | Fails to load in firefox 105.0.1 (64-bit ArchLinux) for me.
       | WebGL warning: <Create>: WebglAllowWindowsNativeGl:false
       | restricts context creation on this system. d3wasm.js:1:156185
       | Failed to create WebGL context: WebGL creation failed:          *
       | WebglAllowWindowsNativeGl:false restricts context creation on
       | this system. ()         * Exhausted GL driver options.
       | (FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS)         Uncaught
       | TypeError: GLctx is undefined
        
         | tyingq wrote:
         | Supposedly a firefox bug. Try about:config => webgl.force-
         | enabled = true
        
         | ddoolin wrote:
         | FWIW, working on Firefox Dev Edition on 64-bit Arch for me.
        
       | olivierestsage wrote:
       | It will be interesting to see how this game's legacy will
       | ultimately be viewed. For the first decade or so after its
       | release, it got a lot of flak for certain design choices, like
       | the limited access it gives the player to the flashlight, that
       | don't seem like such a big deal anymore.
        
         | nailer wrote:
         | It's more the genre change from action to horror. Serious Sam
         | felt more like a Doom sequel than Doom 3 did.
        
           | rob74 wrote:
           | Well, if you paid attention, Doom 1 and 2 were "horror" too
           | (the amount of "creatures from hell", mutilated bodies
           | hanging around as decoration, enemies exploding into giblets
           | of bloody meat etc. are pretty sure giveaways), but the
           | technical limitations of the time prevented them from being
           | as scary as Doom 3.
        
             | IMTDb wrote:
             | "Horror" is more than just the setting, it's mainly about
             | the gameplay. Doom 1, 2 and eternal are more action than
             | horror. You have lots of relatively "weak" ennemies to
             | kill. The blood and gore just intensify that "happy
             | trigger" feeling. Rooms are bigs, allowing you to move
             | freely to avoid projectiles.
             | 
             | Doom 3 on the other hand is different; you very rarely have
             | more than one enemy to beat at a time. That single enemy
             | can absolutely shred you if you are not very careful, you
             | have to consider each engagement carefully. The darkness
             | and blood are tuned to intensify that "fear" feeling. Rooms
             | are very small, limiting your ability to dodge, almost to
             | the point of inducing claustrophobia.
             | 
             | Painkiller was released almost as the same time as Doom and
             | was way more action oriented, even tho it contains its fair
             | share of gore.
        
               | darkwater wrote:
               | > "Horror" is more than just the setting, it's mainly
               | about the gameplay. Doom 1, 2 and eternal are more action
               | than horror. You have lots of relatively "weak" ennemies
               | to kill. The blood and gore just intensify that "happy
               | trigger" feeling. Rooms are bigs, allowing you to move
               | freely to avoid projectiles.
               | 
               | It might be just me being overly frightening but I
               | clearly remember 14y old me playing Doom at night with my
               | headphones on and begin scared as fuckin hell when
               | something appeared out of nowhere making guttural noises.
        
               | jerf wrote:
               | If memory serves, Doom is sorta bimodal.
               | 
               | If you know how to strafe, and get to the point that you
               | are habitually doing it almost every second of play, Doom
               | is an action game where you are grossly overpowered
               | compared to your opponents, more or less. To even slow
               | Doom guy down you need tight corridors to cut his
               | maneuverability down and enough enemies to clog him up
               | even so. In open space the only real threat is being
               | plinked away by the undodgeable hit scan weapons; high
               | level play with speedruns involves a lot of managing that
               | and hoping for decent luck. The non-hitscan weapons for
               | them are, to quote a popular Youtuber, super easy, barely
               | an inconvenience, which ironically makes the "weakest"
               | enemies actually the most dangerous in the game in most
               | places.
               | 
               | If you don't know how to strafe, which was very common at
               | the time since we were all new to 3D spaces and even the
               | ones we had used before may not have had a "strafe"
               | option, Doom becomes much more a horror game. As others
               | are saying about how Doom 3 gives you the choice of
               | "seeing" or "shooting", but not both, Doom without
               | strafing gives you the choice of _either_ dodging _or_
               | shooting, but not both. Shooting becomes a contest of
               | nerves because you 're committed for a second or two...
               | to dodge an incoming missile involves turning, _then_
               | moving. And that move is either  "forward", vectoring
               | into the oncoming missile, or backwards, vectoring away
               | but heading away from your field of vision.
               | 
               | I remember both modes now, both playing it back when Doom
               | I was the only release and I played the shareware, and I
               | saw the "strafe" option and had no idea what it was or
               | why I would use it, and playing in later years when
               | strafing was simply part of my 3D "vocabulary" and I did
               | it instinctively. It's almost two different games.
               | 
               | I suspect even at the time, the developers of Doom
               | weren't used to strafing either, and in a weird way it
               | has contributed to its classic status. If they were it
               | would have been balanced much differently.
               | 
               | The same things that make it a gaming classic that people
               | are still playing to this day are also gross violations
               | of the current state of the art of game design and
               | balance... the reader is invited to conclude from that
               | statement whatever they like.
        
               | laumars wrote:
               | > _I suspect even at the time, the developers of Doom
               | weren 't used to strafing either,_
               | 
               | I don't know if that's fair. Doom had a timer in it and
               | was built to have speed running in mind (even if that
               | term hasn't yet been coined).
        
               | bombcar wrote:
               | IIRC certain secrets are basically only available via
               | strafing so the general concept was known.
               | 
               | There are other moves that developed much later.
        
               | laumars wrote:
               | Strafing was in Wolf3D too. In fact I think it was
               | intended as the core mechanic for defeating the Episode 1
               | boss.
        
               | rob74 wrote:
               | Yeah, especially the first time when one of those near-
               | invisible bitey things sneaked up and started gnawing on
               | you, you were in for a pretty good scare...
        
               | laumars wrote:
               | That was intentional but it's still a point about
               | atmosphere and not game play.
               | 
               | Doom 3 plays very different to Doom 1&2.
        
             | nailer wrote:
             | That's true, it's more the gameplay shift (jump scares,
             | less enemies on screen at once, no power fantasy) than the
             | aesthetic shift.
        
             | 0x457 wrote:
             | Yes, but it's not that simple. Doom 3 is pretty "horror"
             | compared to any other Doom game. I would put in the same
             | basket as Dead Space games.
             | 
             | Doom (2016) and Doom Eternal gameplay is much closer to
             | Doom 1 and 2. Both are very "push-forward" shooters.
        
           | wussboy wrote:
           | I remember playing around with the Serious Sam level editor.
           | A buddy of mine made a map that was just a small hut in the
           | middle and monster generators scattered over the next hill.
           | Endless mindless hordes of monsters came over that hill and
           | you and your buddies just needed to hold out as long as you
           | could. Pretty amazing for, what, 1999?
        
         | spatulon wrote:
         | Note that they remastered the game in 2012 as "Doom 3: BFG
         | Edition", and that included the ability to use the flashlight
         | while holding weapons.
         | 
         | I think Doom (2016) and Doom Eternal are far more successful as
         | Doom games than Doom 3. Like the original 90s games, they're
         | fast-paced, with wide-open combat areas and hordes of enemies
         | on screen at the same time. The technical choices they made
         | with id Tech 4 meant that a game like that wasn't really
         | possible with the hardware available in 2004.
         | 
         | Maybe they just shouldn't have called it Doom? But its design
         | as a slow-paced horror game, what with all the tedious monster
         | closets, doesn't compare well to Resident Evil 4, which came
         | out only a few months later.
        
         | notjustanymike wrote:
         | Downloading the duct tape mod was practically a requirement.
        
           | pdntspa wrote:
           | The flashlight mechanic really gave it a nice horror vibe the
           | originals were missing. Like do you want light? Or do you
           | want to kill things? Choose!
        
             | skocznymroczny wrote:
             | The originals had a lot of horror vibe. It might not seem
             | like it nowadays because players are used to it and there's
             | many mods like Brutal Doom trivializing the content, but
             | original Doom was scary. There was no other game like it at
             | the time, and the growls of the monsters, the flickering
             | lights, rooms getting dark when you grab a key and monster
             | closets opening, body horror elements on walls and
             | decorations. Doom 3 felt actually milder, it just was more
             | annoying with the darkness everywhere.
        
               | ovao wrote:
               | Doom 3's flashlight also took away one element from the
               | original: a dark room was a place you _really_ didn't
               | want to enter, but had to in order to progress.
               | 
               | I think it was E1M3 or something that had a large room
               | whose lighting slowly pulsed at about half a hertz. With
               | about 15 demons, that room was fucking _unpleasant_. In
               | Doom 3, you'd just whip out your flashlight -- no biggie.
        
               | pdntspa wrote:
               | I played the originals back in their day as a wee lad,
               | and while it was scary -- and aaah the old lights-go-out-
               | when-you-grab-the-macguffin trick -- I don't appreciate
               | it in the same way that I did with Doom 3. The latter
               | seemed to take a lot of inspiration from Resident
               | Evil/Alone in the Dark. The original Doom was just lots
               | of cheap traps.
               | 
               | In any case, while I like Doom 3 I am glad the series
               | didn't go in that direction afterwards. When lukewarm
               | Quake 4 came out I was beginning to worry that id had
               | lost its touch... luckily Doom 2016 saw a return to form.
        
       | Tepix wrote:
       | Works well on MBP16 M1 Pro.
       | 
       | What's the best version of Doom 3 these days to use on Apple
       | Silicon?
        
         | erwincoumans wrote:
         | Dhwem3 has a native macOS M1 (arm64) version that runs well:
         | https://github.com/MacSourcePorts/dhewm3/releases
        
       | refracture wrote:
       | From the awesome terminals and PDA that didn't grant you a break
       | from the demons.. Doom 3 still remains a wonderful immersive
       | experience. Replaying it last year was really surprising to me;
       | it's still great.
        
       | sabujp wrote:
       | fullscreen? f11 seems to be disabled
        
       | mtrycz2 wrote:
       | Oh yeah, I remember that intro.
       | 
       | When I think of Amazon/Tesla, I always associate it with early
       | 2000s era science-fiction videogames.
        
       | wrycoder wrote:
       | There's an X-plane app for iOS. It's fully flyable, 35,000 real-
       | world airports, full instruments and nav aids, etc. $5 per month.
        
       | tommica wrote:
       | This is really cool - was too afraid to play this game as a
       | teenager, but it's great to see it in this context!
        
         | ugjka wrote:
         | Yeah, D3 wash such an adrenaline rush
        
       | djmips wrote:
       | One background article on Doom3 renderer. I'm sure there's more
       | from Carmack himself.
       | https://fabiensanglard.net/doom3_bfg/renderer.php
        
       | cloogshicer wrote:
       | Something Doom 3 handled amazingly is how computers are
       | controlled in first person.
       | 
       | As your crosshair approaches the screen, it turns into a mouse
       | cursor, and you can control the computer as you would a regular
       | desktop PC. It just feels so natural.
       | 
       | I'm surprised that this wasn't copied more by other games.
       | Probably because it doesn't work as well on consoles with a
       | controller.
        
         | atomlib wrote:
         | Kind of like real life as well. I always lower my weapon or
         | item whenever I approach a terminal or a touchscreen in an
         | elevator.
        
           | bombcar wrote:
           | Strange, I always shoot the computer first - only if it is
           | invulnerable to bullets do I know it's actually important.
        
           | oblak wrote:
           | Me? I am old school and just clip right through some
           | surfaces.
        
           | [deleted]
        
         | PoignardAzur wrote:
         | If I understand your description right, I think Prey (the
         | Arkane one) does the same thing. It does feel pretty awesome
         | and natural; really helps you feel like you're in a corporate
         | world with touchscreens everywhere.
        
           | cloogshicer wrote:
           | The new(-ish) Prey comes close, but if I remember correctly,
           | it still sometimes locks on to the screen you're controlling,
           | taking you out of the action.
           | 
           | In Doom 3, you're still in control of your first person
           | character, which is awesome.
           | 
           | Try it in the demo linked above, if you skip the cutscenes
           | you can find a screen within the first minute of gameplay or
           | so.
        
         | scheeseman486 wrote:
         | The Duke Nukem Forever 2001 leak handles in-game display
         | interactions in a functionally identical way. Not discounting
         | parallel discovery (or even that it was first) but id software
         | and Apogee/3D Realms had a relationship.
        
       | amelius wrote:
       | How long until Linux runs in WASM, with Doom running in it on
       | Wayland?
        
         | williamstein wrote:
         | There's several regularly updated Linux emulators running in
         | WASM here: https://copy.sh/v86/ I don't know if doom runs in
         | any of them, but it would be slow.
        
           | amelius wrote:
           | But that's emulating x86 code, as opposed to running Linux-
           | ported-to-WASM directly.
        
             | 0x457 wrote:
             | That would require WASI to cover a lot more than it covers
             | now.
        
         | fsiefken wrote:
         | might already be possible with webvm, cheerpx and greenfield
         | https://leaningtech.com/webvm-server-less-x86-virtual-machin...
         | https://github.com/udevbe/greenfield
        
       | rglover wrote:
       | This is a total mind blow. Consistently got 15-30+ FPS.
       | 
       | It's early, but this is the future. No need for a console/native
       | build, just pop open a browser and jump in.
        
         | wmanley wrote:
         | I don't think it is the future - but not because of the
         | technology. Things in the browser have proven hard to monetize,
         | unlike app stores/steam/consoles which have been built to
         | enable selling.
        
           | rglover wrote:
           | The smart players will just run a custom headless browser in
           | a glorified nix box with a console-like case and price it at
           | a premium. Profit would be insane.
        
       | oblak wrote:
       | Dr. Malcolm Betruger: Amazing things will happen here soon, you
       | just wait.
       | 
       | Took a while but he was right.
        
       | boppo1 wrote:
       | How are graphics calls handled? WebGPU?
        
         | alwaysal44 wrote:
         | This port uses WebGL. There are no games out there yet that are
         | using WebGPU in production, it's only available in Origin
         | Trial. It goes live by default in Chrome February 2023.
        
         | cloogshicer wrote:
         | According to the project page [1], WebGL. WebGPU is still in
         | development, it's the successor of WebGL and not yet supported
         | by stable browsers.
         | 
         | [1] http://www.continuation-labs.com/projects/d3wasm/
        
       | seanalltogether wrote:
       | Is there a full screen option that I'm missing?
        
       | injidup wrote:
       | This may be some kind of malware. I ran it till the game
       | downloaded and started playing. Suddenly I noticed that my mouse
       | cursor was no longer visible. After restarting the computer the
       | mouse cursor is still missing. I've tried this twice now,
       | including turning off the power. The mouse still works and I can
       | click and scroll but the cursor is not visible.
        
       | ris58h wrote:
       | The naming is strange though. It could be Diablo 3 or D3.js.
        
       | Keyframe wrote:
       | I know it's 18 years old game by now, but in my mind it's the
       | first wave of "next gen" games (normal maps, unified lighting,
       | etc..) so it's still kind of amazing seeing this running at 60fps
       | on a paltry laptop (razer blade stealth) and on linux in a
       | browser at that!
       | 
       | edit: scratch that, thing runs even on phone at 60fps
        
         | spullara wrote:
         | Depending on if you are talking about a recent iPhone, it may
         | be faster than the laptop.
        
         | tomxor wrote:
         | > I know it's 18 years old game by now, but in my mind it's the
         | first wave of "next gen" games
         | 
         | Oh man that makes me feel old. I remember first playing this on
         | my tiny 12" powerbook from 2004... and back then It felt like a
         | heavy weight that shouldn't quite be running on that machine.
        
         | erwinh wrote:
         | seems not that long ago "can it run doom" was the benchmark,
         | now we are already up to doom 3.
        
           | rcarmo wrote:
           | Still waiting for Crysis.
        
             | [deleted]
        
         | epakai wrote:
         | Yeah doesn't take much these days. I played with dhewm on a
         | surface go, and performance was amazing for a dinky 6W cpu even
         | with the high dpi display.
        
         | finikytou wrote:
         | doom3 is a masterpiece of gaming. it represented a radical
         | shift in how 3d was used in games, hardware shift, light shift
         | in terms of how to light and reflect light in an environment.
         | in terms of game design this is the pinnacle of the genre. it
         | is to this day my favorite FPS by far.
         | 
         | beautiful talk by carmack
         | https://www.youtube.com/watch?v=Q1q49GxsPWM&t=4s&ab_channel=...
        
           | Groxx wrote:
           | ehhh... Doom 3's limitations were painfully obvious when it
           | launched. The shadows and pure blacks were a nice stylistic
           | workaround for handling only a single light source, but later
           | levels went crazy with filling the world with glowing fog to
           | make larger rooms even _remotely_ usable. It felt more like
           | an elaborate tech demo than a game at times.
           | 
           | It was a significant leap, but it was the right time for it.
           | In less than a year you saw other games doing the same thing
           | or better - they had clearly been working on it as well. Doom
           | 3 was just the first to come out, and Carmack did a lot to
           | spread knowledge about it immediately (as he frequently does,
           | which is wonderful).
        
             | anthk wrote:
             | A tech demo you say. Obvious. Doom, Doom2, Quake and
             | Unreals and nothing more than FPS clones of the same
             | concepts to sell engine features to third parties.
        
               | Groxx wrote:
               | I'm not claiming that's their goal, but yes, Carmack
               | often seems more interested in his craft than the end
               | product. Which I very much enjoy, and the computing world
               | benefits from. I wish _more_ game companies were like
               | that.
               | 
               | As to views on the end product as a whole: opinions
               | differ, ridicule seems unwarranted.
        
             | [deleted]
        
           | ramesh31 wrote:
           | It was the last true generational leap in PC gaming. It took
           | consoles at least 5 years to catch up. Something we'll never
           | see again now that all AAA games are exclusively built for
           | console limitations, with PC ports as an afterthought.
        
             | Narishma wrote:
             | Not really. It took less than a year for the Xbox version
             | to release.
             | 
             | That same year Quake 4 launched using the same engine on
             | Xbox 360.
        
             | csmpltn wrote:
             | Death Stranding is, in my opinion, another such leap.
        
           | sebazzz wrote:
           | The Doom 3 demo scared the crap out of me the first time I
           | played it, that scene in Mars City Underground. It still does
           | in some way.
        
           | Minor49er wrote:
           | Have you ever played Prey (2006)? It used the same tech, had
           | some extra capabilities like walking on walls and ceilings,
           | and was probably even more intense in the body horror
           | department
        
             | oblak wrote:
             | You forgot about the portals. It had portals before Portal.
             | It also features some pretty cool weapons and other
             | mechanics. Pretty cool game. Too bad Human Head never got
             | to finish the second one
        
               | hypertele-Xii wrote:
               | > It had portals before Portal.
               | 
               | Not entirely accurate. Narbacular Drop, the first
               | prototype for Portal (that caught Valve's attention and
               | they hired the devs to recreate the tech in Source
               | engine) was released a year before Prey, in 2005.
        
               | oblak wrote:
               | I actually deleted the line I had written about
               | Narbacular Drop. You're technically correct, which is the
               | best kind of correct, of course, but Prey was stuck in a
               | development hell for what, 10 years? It had portals in
               | the 90s!
        
           | crawsome wrote:
        
           | flohofwoe wrote:
           | I don't know... it's definitely a masterpiece of rendering
           | technology, but IMHO not as a game. Compared to classic Doom
           | or the Quake games, it took too long until the action
           | started, and everything felt so slow and sticky! It was the
           | first Id game I couldn't really get into, and the first I
           | didn't play to the end.
        
             | cpuguy83 wrote:
             | This was the first (only?) game that legit had me jumpy. I
             | remember one part of the game where I was in this room and
             | a monster walked across the window, saw me, then came
             | around and started pounding on the door. Each time the door
             | dented a bit more until it gave out.
             | 
             | I don't think I saw a game before Doom3 that was quite like
             | that.
        
               | flohofwoe wrote:
               | The classic Alien vs Predator (I think?) had me literally
               | falling out of the chair when a facehugger jumped at me
               | :)
        
               | cptnapalm wrote:
               | Only game I ever played where I remained unmoving in one
               | corner for half an hour and was not bored.
        
               | wmanley wrote:
               | Something I loved about that game was that stopping
               | didn't make you safe - if you stopped for too long the
               | aliens would come and find you. This lead to a intense
               | experience where you had to keep going - even when
               | terrified - because stopping was even scarier.
        
             | msikora wrote:
             | Same for me, it looked nice, but never got into Doom 3. On
             | the other hand the new Doom games, especially Doom Eternal,
             | go back to the roots and are one of the best FPS games out
             | there, at least for single player that is...
        
             | retinaros wrote:
             | to this day it is for me the only fps that i felt was art.
             | almost like a very good movie. better lit than most of what
             | hollywood produce now. sound design was awesome, it had so
             | much style and atmosphere, and it was really minimalist to
             | an extent that each interaction was important each enemy
             | was a strugle. defintly different from all the other doom
             | games hence why it was never as popular as the others but
             | there was so much depth in its shadows than it reminded me
             | of how great composers use silence in music
             | 
             | https://fabiensanglard.net/doom3/renderer.php at the
             | technicql level there were some cool advances and the game
             | in its production definitly felt like a leap forward that
             | only a few game matched after (i could say mgs 4-5 and
             | death stranding are close ones, final fantasy 15 while very
             | weak story wise had others, but definitly no fps did what
             | doom3 did)
        
             | dvlsg wrote:
             | I got super annoyed at enemies popping in behind me out of
             | thin air, too. Felt like a cheap way to surprise the
             | player, and it got old really fast.
             | 
             | Doom 3 as a game sure looked cool, though. The flashlight
             | blew my mind back in the day.
        
             | giobox wrote:
             | It's also a game that arguably was directly limited by its
             | advanced rendering techniques; the number of enemies on
             | screen at any one time rarely exceeds four IIRC, corpses
             | vanish almost immediately to reclaim resources, most
             | environments are quite small with few open or large spaces
             | to explore. Id had to ship something that could actually
             | run on customer computers of the era.
             | 
             | This is in sharp contrast to Half Life 2 released at a
             | similar time, which had far more enemies and NPCs on screen
             | at one time as well as much much larger maps to explore. I
             | think in some ways Half Life 2s visuals have honestly dated
             | better despite the less ambitious technology - the larger
             | and more varied maps its lesser performance requirements
             | permitted help a lot.
        
             | torginus wrote:
             | I think it might even be argued its rendering techniques
             | either weren't that revolutionary, or turned out to be dead
             | ends.
             | 
             | Don't get me wrong, it's a technical masterpiece, but one
             | of execution rather than innovation.
             | 
             | It's main feature was dynamic lighting and shadows, which
             | it accomplished with dynamic lights, normal maps and
             | stencil shadows.
             | 
             | Dynamic lights and normal maps were nothing new even back
             | then, I remember multiple titles using them, but not this
             | well and not to this extent.
             | 
             | Stencil shadows were kind of unique, they worked by
             | extruding the geometry from the light's perspective, and
             | figuring out what was inside the light's shadow by counting
             | front and back faces.
             | 
             | Unfortunately, since they used geometry, they looked really
             | blocky and sharp, with no smooth edges unlike shadow
             | mapping.
             | 
             | Imo they looked kind of bad, a step down from the beautiful
             | pre-rendered lightmap shadows we enjoyed years before.
        
             | bombcar wrote:
             | Doom 3 wasn't the same kind of game as Doom and Quake were.
             | Serious Sam was more on that line - Doom 3 was an entirely
             | different game type even though it had the same lineage.
        
           | son_of_gloin wrote:
           | Half-Life 2 came out around the same time and I think had
           | better graphics, story, and realistic physics.
        
           | scheeseman486 wrote:
           | Stencil shadows were not particularly influential, everything
           | now is either lightmaps or RT. If anything I'd argue that The
           | Chronicles of Riddick: Escape From Butcher Bay did what Doom
           | 3 did technology-wise (stencil shadows, normal mapped models
           | and environments) and used it better since the lighting tech
           | had real impact on gameplay systems other than "you can't
           | see". Butcher Bay even released before Doom 3 did, on console
           | hardware no less. Having played Butcher Bay before Doom 3,
           | the latter was an deep disappointment.
           | 
           | Also I wouldn't put light reflection in the list of idtech
           | 4's achievements if we're talking more than one bounce, it
           | literally does not do that. idtech 2 did, precalculated of
           | course.
        
         | EugeneOZ wrote:
         | Well, on MBP M1 (Ventura) it drops from 63 to 15 sometimes
         | (levels loading?).
        
       | boppo1 wrote:
       | Just hangs at loading the demo data (after clicking new game and
       | choosing a difficulty) for me.
        
         | vient wrote:
         | Network tab showed that game data was loading for almost 10
         | minutes, maybe that's the case.
        
           | boppo1 wrote:
           | Nah, it threw a js exception. Tbh it's probably a me problem,
           | been a while since I updated chrome. Tried it on my phone and
           | it loaded up fine in about 3-5 minutes.
        
       | TheAceOfHearts wrote:
       | Is there a console command to go straight into the action instead
       | of having to wait through the long intro cutscene? I want to try
       | shooting some things.
        
         | Felk wrote:
         | You can use the Home key to skip cutscenes. Click on "show
         | help" for more alternate controls
        
       | jawadch93 wrote:
        
       | daniel-thompson wrote:
       | Very impressive! Few minor artifacts with shadows and the fps
       | counter shows 63, but otherwise, works great on Firefox on my
       | 2021 M1 MBP.
       | 
       | On a sidenote, I unironically love the dialogue in this game -
       | it's so bad it's good:
       | 
       | Guy 1> I'm tired of running damage control every time he makes a
       | mess.
       | 
       | Guy 2> Right, you're the control. And if that fails, I'm the
       | damage.
        
       | astlouis44 wrote:
       | The same author also did a port of Arkane's Arx Fatalis to
       | WebAssembly. Interestingly, both Doom 3 and Arx are now owned by
       | Microsoft with the Zenimax acquisition, so it would be interested
       | to see these two games on the frontpage in a gaming section when
       | you open the Edge browser.
       | 
       | https://wasm.continuation-labs.com/arxdemo/
        
         | anthk wrote:
         | That's because both engines are under a libre license. Check
         | Arx Libertatis.
        
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       (page generated 2022-09-28 23:00 UTC)