The original Wolfenstein 3D code was written in late 1991 / early
1992 using 16 bit Turbo C and the TASM assembler and targeted at 286
based MSDOS systems with VGA graphics and ideally a bit of extended
or expanded memory.|
I released the original source for Wolfenstein 3D many years ago,
originally under a not-for-commercial purposes license, then later
under the GPL. The old code is still available in various places
( http://www.btinternet.com/~belowe/ ) but it isn't very useful on
modern platforms. There are several open source projects that have
modernized the code so that it works on 32 bit systems and can take
advantage of OpenGL acceleration. I started the iphone version with
the Wolf3D Redux codebase ( http://wolf3dredux.sourceforge.net/
), which apparently incorporated a lot of code from NewWolf (
At first, I considered trying to build the iphone version as a
patch, but when I decided to turn the little research project into
a commercial release (and do it in a hurry), I started making more
wholesale changes. The Redux codebase had basically gutted the
Quake 2 codebase and grafted Wolfenstein into it, which had some
nice points, but it meant that the system code was many times as
large as the actual Wolfenstein game code. It wasn't really hurting
anything, and I considered leaving it all in, but it was such a mess
that I finally flattened everything out and cut out about half of the
environment code. No attempt was made to make this project portable,
although it wouldn't be very hard to clean that up.
In the past, Id source releases did not include any data files, and
you had to extract data files from a commercially obtained version
of the game if you wanted to experiment with the original game data.
Because it isn't possible for users to tear open an app bundle from
the App Store to get at the data, I am including it with the source
code to make it easy. You are on-your-honor to buy a copy at the App
Store before using the data. :-) The source code is under the GPL,
but the data is still strictly copyright Id Software with no license
given to distribute outside this code release package or to use for
any commercial purpose. You are certainly free to replace all the
data and make commercial applications, as long as the code is made
available under the GPL.
|Anonymous||It's great to see that John Carmack has found some time and enthusiasm to do something with his old code/engines. With a bit of luck there will be more of this in the future.||x|
|Anonymous||Well, it's Wolf3d on Iphone, but not much more!
Does this reeally deserve 5stars? I don't think so!
|Anonymous||Nice. - Spadger||x|
|Anonymous||THE GOD OF DOOMERS HAS SPOKEN.
Now, this is seriously cool stuff. -JacKThERiPPeR||x|
|Anonymous||Cool Stuff. Very interesting to look at and mess around with. Thanks Carmack =D 5/5 -r_rr||x|