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A project log for FPGA Doom

Porting the classic Doom engine to an FPGA-based system

matt-stockMatt Stock 04/17/2020 at 17:490 Comments

It's... been a while since I last added a log.  The great news is that I once again have DOOM running on the platform, this time using the DE10-standard.  I also made substantial improvements to all the interconnects and modules:

I also took the opportunity to aggressively cut down sections of the DOOM code that aren't relevant to my port (at least right now).  That included all of the sound support, argument parsing, and anything related to the game mode - it's hardcoded to retail.   Removing all of the parsing, strings and conditional logic stripped down the binary by a fairly large amount.

I can post another video, but at the moment it's not really too different than the old one.

What this really gives me is a better baseline to experiment with things that will improve performance of the game.  In particular, I'm looking at a few options right now fairly carefully:

So that's about where we are right now.  If you've been watching this project for a while, thanks!  Let me know if there's anything in particular you are interested in seeing, or if you have any ideas on where to go from here.

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