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Doom-kan

Technologies Used:

  • C++

  • Vulkan

  • GLFW

  • Visual Studio

What I have done:

  • Created the window using GLFW

  • Created physical and logical devices

  • Created the Validation Layer

  • Created Surface, Swapchain and Staging buffers

  • Created the Graphics Pipeline

  • Created Vertex and Command buffers

  • Created Dynamic Uniform Buffers

  • Created Push Constants

  • Texture Loading

  • Model loading using assimp library

What are the next steps?

  • Creating Input Management

  • Reading a .wad(original doom 1993 file) and caching the required map information

  • Drawing the levels from the said file

  • Assigning the textures to corresponding drawn walls

  • Creating simple UI elements

GitHub Page:

Details:

This project is created as a graduation project for my FutureGames education. The goal in this project is to create an rendering engine using Vulkan API and render original DOOM(1993) level with it. The way I decided to do so is to read the original DOOM .wad file and get the required information from there. 

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In the original DOOM they used to "fake" 3D, meaning the levels are actually stored in 2D sectors that are projected to look like 3D. In this project after finishing rendering part my first goal was to create a way to get meaningful information from the .wad file

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level 1_edited.png
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