Flash still plays Doom
July 28th, 2007
Update: Visit the home of Doomed Online here.
I’m pretty pleased with my Doom port so far. I’ve read some comments from people who think the lack of collision detection and sprites mean the final speed will much slower. These people don’t know what they’re talking about. I just finished some basic sprite support and there was no negligible speed impact. Since the sprite drawing routine is faster than the wall drawing routine, this offsets the extra time it takes to process sprites. Pretty cool, huh?
As for collision detection, that’s mostly insignificant. Every update will slow things down, but a wide majority of processing will always be spent drawing the walls, ceilings, and floors, because that’s where most of the work is.
On a side note, to test sprites, I added “dummy” enemies. They just stand there, staring at the player. I cannot begin to describe how inexplicably creepy this is. Here’s a screenshot.

July 31st, 2007 at 4:02 pm
Thats awesome!
I hope you take some time to make a level editor. Or even a complete Wad editor to customise the entire game…
August 2nd, 2007 at 6:28 am
Max, about the music take the newbie way: convert MIDI/whatever to MP3. It ain’t pretty, but will get the job done ;)
You’ve done the hardest part of emulating Doom already, like you said there shouldn’t be much overhead with the latter additions. Looking forward to it, cheers ^^
August 20th, 2007 at 11:10 am
This is fantastic, it seems to be turning into the best flash game I have ever seen.
April 4th, 2008 at 11:43 am
PLEASE MAKE A FINAL VERSION!!
September 18th, 2008 at 7:25 pm
A complete wad editor? Do you know anything about actionscript? Thats like making a whole new (probably more complex) Program.
September 18th, 2008 at 7:26 pm
Btw I love the game, do you have a mailing list for updates? and can u add me to it?
September 18th, 2008 at 8:34 pm
Anonymous: Nope, just the blog. Subscribe to my rss feed instead.