The DooM-chip: no CPU, no opcodes, no instruction counter
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This question arises since pretty much anything can these days. https://www.vice.com/en_us/article/qkjv9x/a-catalogue-of-all...
Now we have a new answer: IT CAN ONLY RUN DOOM
If they wouldn't have released source code for it in 1997, who would actually be thinking of DOOM today in terms of anything but "Wow, that had pretty cool tech!"?
I could kind of understand the story appreciation for DOOM 3, because it at least had a story, but DOOM?
Heck, Half Life looks like a -mediocre- episode of The Outer Limits.
That said, story is but one element of a video game. Most are praised for their gameplay, but some are for their aesthetics (Hollow knight, bastion), music (transistor), or others criteria. Thus, a game that excels at none can sometimes come on the top... But so can other games that all but stopped trying scoring on some aspects (dwarf fortress, or doom).
Normally I agree with the GP, and prefer the joyously silly/unashamedly dumb approach over the 99.9% of more 'serious' games that are tediously mediocre at best. And on paper Deus Ex should have been pretty annoying: it is a slightly janky mix of lowbrow conspiracy fiction and quasi-highbrow philosophising. But somehow -- obviously partly because of the still-fresh-20-years later gameplay, but also because of something I can't quite pin down in the synergy between gameplay and story -- it works amazingly well.
It really nails the feeling of existing in and shaping an exciting world, and I think every component is crucial, from the (blocky) environments to the (ludicrous) characters to the (somewhat awkward) mechanics, and of course the 'every conspiracy theory is true' plot. Obviously it has a sense of humour too, but I don't think it would have worked if it were constantly taking the piss out of itself.
SOMA, SOMA, SOMA. The best story I have ever seen in any videogame, ever.
Freudian doom.
I mean, no, but that event is the point. I don't think the parent is asserting that DOOM the game will be remembered in the classical canon. It's the codebase that belongs there!
Magazines would bundle floppies (and then CDs) full of levels, with new textures and recorded games. Total conversions were made. Tools appeared to directly manipulate the executable and achieve various effects. As far as I remember no other game before had clustered such a large and active community around it? (which is not to say that no other great and amazing games existed before, so many gems lie in the past!)
And then there was the networked play. I spent an afternoon with a friend soldering a cable to play 'null-modem', and we got it working around ~6pm. At 5am the next day we were still playing, me on a luxurious 486 DX2-66, my friend in a tiny window on a 386 DX-33Mhz, both with red eyes. This was an experience like quite no other at the time.
The gameplay was simplistic but huge fun. The immersion was intense. The tech was stellar. But I am obviously biased by nostalgia ;)
I’d turn it around and instead of shooting the idea down, play the game and suggest what games you think will make the history books and get talked about in a thousand years. Even if it’s just some sort of computer or game history class in college, what games made before today will make it through the sieve of history and why?
I’d humbly suggest that story isn’t a very strong reason for the majority of the best games ever made; games are good for other reasons, including but not limited to visuals and graphics, immersion, interaction, engagement, sound, mood, viral play, pushing boundaries on limited hardware, etc., etc.
I’d turn it around and instead of shooting the idea down,
You just shot down the idea in five words.
play the game
I have. This is why I know it's not on the level of Charlotte's Web in terms of story, let alone the Epic of Gilgamesh.
I’d humbly suggest that story isn’t a very strong reason for the majority of the best games ever made
Exactly.
games are good for other reasons, including but not limited to visuals and graphics, immersion, interaction, engagement, sound, mood, viral play, pushing boundaries on limited hardware, etc., etc.
Literally none of this is relevant to what the poster proposed.
Architects don't try and claim that the Colosseum is part of canon. It's not part of canon. It's stone arranged in a particular way. It's impressive architecturally; it's part of architectural history. It's not part of canon.
I don’t speak for the GP comment, but FWIW I think you are misunderstanding the original comment and mine. The Colosseum absolutely is part of the architectural canon.
― Terry Pratchett
For the lazy, I just looked this up, and it does seem to be a real quote :)
Historically story in games has been, as Carmack himself once put it, "like story in a porn movie". It can be good or bad, and that can affect the end product's quality, but it isn't what people show up for.
- The Lovers, painting by Magritte
- Nighthawks, painting by Edward Hopper
- Girl with a Pearl Earring, painting by Johannes Vermeer
- Space Invaders, arcade game by Tomohiro Nishikado
- Pacman, arcade game by Toru Iwatani
- Tetris, PC game by Alexey Pajitnov
- Doom, PC game by John Carmack and John Romero
The Wright brothers built an airplane that was a simple and early innovation, yet will always be remembered. Henry Ford build a simple and early car that will always be remembered. There’s evidence that simple and early innovations are lasting and culturally important.
Who knows if it’ll be remembered in a millennium? No one here, and maybe it will or maybe it won’t, but it already stands above most computer games ever made as an important milestone, it’s place in video game history is pretty solid. No reason to doubt a legacy is possible.
In other words, only by intellectual gaming buffs.
https://en.m.wikipedia.org/wiki/L%27Arriv%C3%A9e_d%27un_trai...
Might an AI capable of remastering DOS games have a similar affect?
Not sure what the Illiad of games is. Maybe there isn't one. Maybe Doomguy and Mario are closer to mythos like Hercules and other demigods.
This has been done with quake: https://www.youtube.com/watch?v=aMli33ornEU
Doom pretty much has been ported to everything with a CPU, like Linux. Heck, you can even search for JSDoom and get a few results. There's even a RISC-V port (RISC-V emulator included: https://github.com/lcq2/risc-666)
It will be interesting if it progresses past simply drawing the level, e.g. if you can actually play it.
Then Doom won't even need a CPU to exist.
- Monochrome GameBoy and compatibles.
- PDAs, nearly all of them.
- That intelligent pen which parsed everything you wrote.
- KA10 with Tops20 with dfrotz.
- GBA/NDS/PSP/Android/ioS... anything portable.
- Everything SIMH emulates, or nearly everything.
- All of the 8/16/32 bit minicomputers.
- Any OS with a gopher client. Even Nethack/Telnet may work with a dumb wrapper.
- A PostScript printer with a crafted input.
- Over telnet/ssh/irc... name a text protocol and you will be able to play it.
I'm asking, because if this thing can render magnitudes bigger/more detailed worlds than a PC and it's basically copy protected because it's "in hardware" this should be the wet dream of the industry.
and you will get in trouble with the amount of code(needed gates) for porting nowerdays doom
You can usually move data on and off chip very quickly also, since high end modern FPGAs have many hundreds of pins. Generally these get connected in to hard-logic like fiber networking or PCIe.
An FPGA soft core is never going to beat an ASIC if both were designed well. But they can beat general purpose ASICs (e.g. GPUs) for certain classes of problems, mostly those where you can exploit the massive memory bandwidth of the FPGA.
I think that for rendering computer graphics, you really just want a big fat pile of FPUs. FPGAs will usually have a number of hard logic DSP blocks on-die, but nowhere near as many as a GPU. If rendering 3D graphics is the problem you want to solve, you probably really want a GPU.
That, combined with the cost of the hardware in comparison to a digital copy makes me think this is unlikely to be particularly useful to the games industry. It's incredibly impressive though!
I love GPUs, I spent many year working with them (still do!) and these are beautiful pieces of hardware and engineering (as modern CPUs are). They have evolved beyond our craziest dreams since the NVidia register combiners (https://www.khronos.org/registry/OpenGL/extensions/NV/NV_reg...). The performance we get nowadays is absolutely mind-boggling (I often think we don't fully realize how powerful they actually are).
Can we dream of some sort of mixed platform, where we could 'burn-in' very specific functions into FPGA type hardware that would seamlessly interact with our modern GPUs/CPUs? Is it already happening?
One must obviously only count the actually used gates, for example if floating point units in a processor are not used, and account for idle time if a frame is completed faster than the frame time. Also counting gates might be somewhat tricky, for example in a FPGA where multiplexers and memory are used to build look-up tables to then implement gates, so one could either count the actual gates in the FPGA because those are the gates that are actually used but one could also want to count the gates in the design as if the design was implemented in an ASIC. On the other hand the difference is probably just a small constant factor and it might not really matter that much.
In the end power consumption should capture this pretty well as it scales with the number of actually switching transistors and clock frequency. One would still have to account for the differences in technology and especially supply voltage which goes quadratically into the power consumption.
And the xbone not getting hacked in it's lifetime proved that they can have their cake and eat it too.
I agree the state index can be seen as an instruction counter, albeit into very specialized instructions: there are no two same instructions in a given module, each is uniquely implementing a precise subpart of the algorithm. Also the states decide the flow and select the next state, there is no list of instructions you could program or re-arrange. So I wanted to capture this idea that the algorithm is completely embedded into the circuit itself, which is not capable of doing anything else.
There is definitely a very interesting trade-off between a general instruction set and an extremely specialized state machine like here - combining both seems promising?
My initial objective was more about creating some non-trivial hardware using the language I am working on, as well as learning how to implement and optimize algorithms in the context of FPGA. Due to my background in graphics / game programming, revisiting the Doom renderer was a perfect test case! Now that I have this first prototype I want to optimize and fine tune it some more, before adding too many features -- especially as this is meant to serve as a tutorial/example for the language.
Adding a keyboard/joystick input is high on my todo. In terms of moving around this really should be just a question of wiring it to the board: the renderer takes a generic x,y,z + angle viewpoint as did the original engine. However, this also means checking for collisions with the BSP scene which is fun to implement (a nice trick in a BSP is to shift the line equations and check with a point as opposed to checking with a disc of some radius).
Side note: I instrumented chocolate-doom (fantastic port) to output the path shown in the video. Initially I was loading a demo lump, but I realized that these are only the inputs and could not easily reproduce the exact way the game answers them (for example, progressive acceleration and of course collisions).
Next up on my list are correct blinking lights, working doors/lifts and sprites (things + enemies). But I also want to optimize it, and to release the language I used to make this. So quite a huge todo; we'll see how it goes. In any case all of that will be made available so everyone can join the fun!
Also, I am no language expert, and not an FPGA expert either (I have been learning for ~ 1 year). I shape this for my own use, hopping it will be useful for others, but I wouldn't pretend nor expect to be achieving something particularly new or interesting at large. Nevertheless, I am using it to build increasingly more complex hardware, the doom-chip being the most advanced so far. Every time the language is extended and fine tuned, so it is rooted in practice.
=> The following is an excerpt from the being-written documentation introduction:
My goal is to make it possible to write algorithms for FPGAs in the same way we write them for processors: defining sequences of operations, subroutines that can be called, and using control flow statements such as while/break. At the same time, the language remains low level. Everything an algorithm does is precisely timed, you can fully exploit the parallelism and niceties of FPGA architectures, clock domains are exposed.
My approach is reminiscent of high performance programming in the late 90s (in the demo scene in particular): the then considered high-level C language was commonly interfaced with time-critical ASM routines. This enabled a best-of-both-worlds situation, with C being used for the overall program flow and ASM used only on carefully optimized hardware dependent routines.
The language aims to do the same, providing a thin programmer friendly layer on top of Verilog, while allowing to call low level Verilog modules whenever needed. It favors and exposes parallelism, so as to fully utilize the FPGA architecture.
The main design principles are: - Prioritize combinational over sequential execution. Parallelism comes first! - Clearly defined rules regarding clock cycle consumption. - Explicit clock domains and reset signals. - Inter-operates easily with Verilog, allowing to import and reuse existing modules. - Familiar C-like syntax (but this is not C! different constructs for parallelism, pipelining, etc.). - Powerful LUA-based pre-processor.
Baremetal projects are truly fascinating -- I cannot wait to read your documentation. There's also a hardware Z-Machine: https://hackaday.com/2014/11/29/the-zork-virtual-machine-imp...
And this dev is working on FPGA Another World: https://github.com/felipesanches/AnotherWorld_FPGA
I was doing 1.5 million Ray's per second against scenes with 100,000 polygons back then on an AMD64.
Acceleration structures are everything. Traversing them quickly and having dynamic updates is hard.
We’re currently rolling around back to a new era of lots of specialized chips.
Wonder if the advantage would be worth it. Is anyone trying?
There are other accelerator chips that do take a more general approach though, like the SA1.
All the more impressive considering the guys making it had no prior experience in CPU design.
Totally agreed on how impressive it was though, despite the differences in nomenclature.
FPGAs are already very very prevalent. They aren't too common for hobbyists because although the transistor density in an FPGA has increased the pricing hasn't really followed suit a la regular CPUs - that and the tooling is often comically 1990s
it doesn't help that Intel is charging $5,000 licenses to compile on them, for some things
BTW, on portability, the Z-Machine has been ported even to "intelligent" pens. There is even a GameBoy, Amiga, Atari and C64 port.
Sorry Doom lovers, but your knowledge on portability is really low. The Z-Machine and the zillion of Infocom games/ homebrew can be run nearly everywhere. No display? Hook up a printer/serial device.
Have a wifi/internet client? Write a dumb gopher client, set up a dumb server on a VPS/Rpi. You could set a Z-machine playing bot to even be able to play it via IRC.
Also, with a custom dfrotz and a FIFO file you may be able even play it over morse with some software which decodes the morse input from radio and sends the commands to the interpreter, sending the game output back.