The early days of FPS
This table compares the technical capacities of 5 different games whose engines were developed by John Carmack, from 1991 to 1993.
John Carmack, from id Software, was a pioneer in rendering a 3D environment for PC games, as was the team from Blue Sky Productions behind Ultima Underworld (1992).
This table shows clearly a rapid evolution, from untextured to textured walls, from orthogonal to non-orthogonal walls and from grid-based to free-form level.
Damien Gouteux, 2020-02-21
Games and engines | |||||
Game name | Hovertank 3D | Catacomb 3D | Wolfenstein 3D | ShadowCaster | Doom |
Genre | Science Fiction | Fantasy | War | Fantasy | Science Fiction |
Engine name, offical or not | Id Tech 0 | Raven Engine | Id Tech 1 | ||
Company | id Software | id Software | id Software | Raven Software | id Software |
Links | Mobygames, Wikipedia | Mobygames, Wikipedia | Mobygames, Wikipedia | Mobygames, Wikipedia | Mobygames, Wikipedia |
Source code | Github FlatRockSoft | Github CatacombGames | Github id Software | Red Shadow Software | Git id Software |
Release date | April, 1991 | November, 1991 | May 5, 1992 | 1993 | December 10, 1993 |
Release of the source code | June, 2014 | June, 2014 | July 21, 1995 | - | December 23, 1997 |
Programmers (engine programmer) |
John Carmack John Romero |
John Carmack John Romero Jason Blochowiak |
John Carmack John Romero |
John Carmack (id) Victor Brueggemann Kurt Schallitz Carl Stika Ben Gokey Rick Johnson David Stildolph |
John Carmack Mike Abrash John Romero Dave Taylor |
Artists | Adrian Carmack | Adrian Carmack | Adrian Carmack | Shane Gurno Brian Pelletier Scott Rice James Sumwalt |
Adrian Carmack Kevin Cloud |
Editing Tool | TEd | TEd | TEd | TEd | DoomEd |
Technical information | |||||
General | |||||
Colors | 16-color EGA | 16-color EGA | 256-color VGA | 256-color VGA | 256-color VGA |
Resolution | 320x200 | 320x200 | 320x200 | 320x200 | 320x200 |
Levels | |||||
Level form | grid | grid | grid | grid | sectors |
Rendering | wall span | wall span | raycasting | raycasting | raycasting |
Hub | no | yes | no | yes | no |
Automap | no | no | no | yes | yes |
Things | |||||
Scalable sprites | yes | yes | yes | yes | yes |
Multiangle sprites | no | yes | yes | yes | yes |
Polygonal things | no | no | no | no | no |
Walls | |||||
Orthogonal walls | yes | yes | yes | yes | yes |
Non-orthogonal walls | no | no | no | no | yes |
Free length of walls | no | no | no | no | yes |
Doors | no | Disappearing walls | yes | yes | yes |
Transparent walls | no | no | no | no | yes |
3rd Dimension | |||||
Different heights per levels | no | no | no | yes | yes |
Different heights per walls | no | no | no | no | yes |
Sloped floors and ceilings | no | no | no | yes | no |
Elevators | no | no | no | no | yes |
Texture-mapping | |||||
Textured walls | no | yes | yes | yes | yes |
Textures floors and ceilings | no | no | no | yes | yes |
Animated textures | no | no | no | yes | yes |
Skybox (parallax) | no | no | no | yes | yes |
Lighting | |||||
Distance diminished lighting | no | no | no | yes | yes |
Different lighting per levels | no | no | no | yes | yes |
Different lighting per sectors | no | no | no | no | yes |
Dynamic lighting | no | no | no | no | yes |
Usage | |||||
Other games using the engine
(with additional capabilities) |
- | Catacomb Abyss Catacomb Armageddon Catacomb Apocalypse |
Blake Stone: Aliens of Gold Blake Stone: Planet Strike Corridor 7 Operation Body Count Super 3D Noah's Ark Rise of the Triad (different heights per levels, elevator sprites), animated textures, skybox, fog) |
In Pursuit of Greed | Doom II Heretic Hexen: Beyond Heretic (hub) Strife (hub) Chex Quest |