I keep reading the word Fury as Furry
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Yeah, why don't they lean into it and call it FurryGPU much better.
Same, I wasn't surprised either. I could see a furry making a GPU for fun
The article title is straight up misinformation at present. From the article itself:
The FuryGPU is set to be open-sourced. “I am intending on open-sourcing the entire stack (PCB schematic/layout, all the HDL, Windows WDDM drivers, API runtime drivers, and Quake ported to use the API) at some point, but there are a number of legal issues,” Barrie wrote in a Hacker News post on Wednesday. Because he works in a tangentially related vocation, he wants to make sure none of this work would break his work contract or licensing etc.
Nothing against OP who simply copied the title, nor the project author. This is impressive but it’s not yet open source and there may be legal hurdles preventing it from becoming so.
That's fair. I'm hoping for the best outcome.
Found this demo when looking up the Quake test.
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All this text, yet nowhere its mentioned whether it runs Doom. Clearly the most important thing to run on any device
Nowadays I've been seeing lots of people porting Super Mario 64 as the challenge, as Doom is honestly beyond trivial at this point. I'm totally onboard, SM64 is a fantastic game, it shows off traditional shaded polygon and rasterization performance pretty well, and it's just plain fun to spite Nintendo.
OG Doom does not support (or need) hardware 3D acceleration. It's not a polygonal rendering engine.
Relatedly, and probably not to anyone's surprise, this is why it's so easy to port to various oddball pieces of hardware. If you have a CPU with enough clocks and memory to run all the calculations, you can get Doom to work since it renders entirely in software. In its original incarnation -- modern source ports have since worked around this -- it is nonsensical to run Doom at high frame rates anyhow because it has a locked 35 FPS frame rate, tied to the 70hz video mode it ran in. Running it faster would make it... faster.
(Quake can run in software rendering mode as well with no GPU, but in the OG DOS version only in 320x200 and at that rate I think any modern PC could run it well north of 60 FPS with no GPU acceleration at all.)
OG Doom engine uses pre-built lookup tables for fixed point trigonometry. (table captures the full 360 degrees for sine and cosine with 10240 elements)
Tons of software did this for the longest time. Lookup tables have been a staple of home computing for as long as home computers have existed.
And CPUs still do it to this day. Nasty, nasty maths involved in figuring out an optimal combination between lookup table size and refinement calculations because that output can't be approximate, it has to work how IEEE floats are supposed to work. Pure numerology.
Interesting, learned something new from my silly comment!
Also, this'll blow your mind too, Doom wasn't actually 3D. It was a clever trick involving the lack of the ability to look up and down. They used some sort of algorithm (I forget how it works exactly) to turn the 2D walls, doors, and platforms that appear from the top-down view in the map into vertical stacks of lines that "look" like 3D objects in front of you. The sprites are also all just 2D projections overlayed onto the game.
This system introduced all kinds of wierd quirks in the game, like the trippy effect you get when you activate no-clipping and clip through the edge of the map.
Like for instance, monsters and other sprite objects in the original incarnation of the Doom engine have infinite height. So you can't step on top of, or over, any monsters if e.g. you are on a ledge high above them. That's because they're 2D objects, and their vertical position on the screen is largely only cosmetic. This is why you can't run under a Cacodemon, for instance.
"Actors" (monsters, etc.) in Doom do have defined heights, but presumably for speed purposes the engine ignores this except for a small subset of checks, namely for projectile collision and checking whether a monster can enter a sector or if the ceiling height is too low, and for crush damage.
This was rectified in later versions of the Doom engine as well as most source ports. By the time Heretic came out (which is just chock-a-block full of flying enemies and also allows the player to fly with a powerup) monsters no longer had infinite height.
Here's a video that explains the limitations of the DOOM engine and with it also briefly how the rendering part of it works (from 4:08 onward) in a very accessible manner:
If you want a more in-depth explanation with a history lesson on top (still accessible, but much heavier), there's this excellent video:
Ooooo I absolutely want these—thank you!
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Original Doom was not GPU accelerated.
Original Doom was not GPU accelerated.
Neither was original Quake. GLQuake was a later update. The original was for DOS using only software rendering.
Yup, and most people played it at something like 10 to 15 fps on hardware of the time. Same with DOOM a couple of years earlier.
With resolution 320x240. And I do not remember how many colors. 256?
I do not remember how many colors. 256?
Yes with a fixed color palette of mostly shades of brown and green.
I'm gonna go out on a limb and say if it can run Quake, it can safely run Doom as well.