This page is intended to document some of the various Doom stuff that I've
done. Much of it is obscure technical stuff but I felt the desire to record
some of it for posterity.
Binary Space Partitioning (BSP) and its use in 3-D Rendering
A gentle introduction to BSP trees
and how they are used in
games like Doom. Originally written for a university assignment.
The story of Freedoom
The Doom rendering engine
posted to everything2 of how Doom's
rendering engine works was subsequently used as the basis for Wikipedia's
page on the Doom engine.
PC speaker sound effects
I reverse engineer the PC speaker sound effect format
one of the last mysteries of the Doom IWAD file. Chocolate Doom became the
first source port to include PC speaker sound support.
I have a
on Youtube of various videos I've made of Doom technical stuff.
The wonderful world of -statcopy
the mysterious -statcopy
line parameter found in Vanilla Doom, and write the world's first (?) external
On the trail of DOOM2F.WAD
of how I tracked down a physical copy of the
elusive French translation of Doom II.
The design of E1M1
Doom's first level is iconic and has a surprisingly interesting design.
an analysis of the level, originally posted to
the Doomworld forums.
The dark and forgotten art of GENMIDI
Another of Doom's obscure internals, the GENMIDI lump controls how Doom
plays back music on Adlib/SoundBlaster cards. As part of developing the
infrastructure for building Freedoom's GENMIDI lump,
I wrote a guide
explaining it and how to develop your own instrument
That time I got my online handle into a Hollywood movie script
I wrote about
my interactions in 2004 with the writer of the Doom movie adaptation,
and how my online handle almost appeared in the film (the scene was
Artwork of Doom
published on the Doom Wiki, is my article documenting
the origins of Doom's in-game artwork — from cultural influences, to
sketches, clay models, photo books, and toy guns and dinosaurs.