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IOS Software Games Apple Entertainment

id Software's Open-Source Engines Ported To iOS, tvOS 67

New submitter Schnapple writes: Back in 2009, id Software put Wolfenstein 3D and DOOM on the App Store, but once iOS 11 started phasing out 32-bit apps, they stopped working. Since their source code was published under the GPL, I went in and fixed them up so they would run on modern devices, and also added game controller support and ported them to tvOS so they could run on Apple TV. Then over the last year I did the same for DOOM II and Final DOOM, Quake, Quake II, Quake III: Arena, Return to Castle Wolfenstein, and finally DOOM 3. I've chronicled the adventures on my blog. I can't publish them to the App Store for obvious reasons and you'll need to provide your own copy of the game data, but if anyone's interested in trying them out on Apple devices I've posted the sources to GitHub.
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id Software's Open-Source Engines Ported To iOS, tvOS

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  • it would have been better, if the time invested in this would have gone into linux support.
    I know there have been ports for a long time, but they could use some love, like converting from OpenGL to Vulkan and all those modern things we have available now.

  • Good job! Although this sounds vaguely [slashdot.org] familiar [slashdot.org] for some reason... ;)

    At least you could use floating point operations and OpenGL this time around!

  • by necro81 ( 917438 ) on Tuesday May 07, 2019 @07:11AM (#58551164) Journal
    Is anyone else really impressed that a fanless set-top-box, or a battery-powered tablet has enough compute power to play Doom III, which took a pretty serious gaming rig or console back around 2005?
    • by aliquis ( 678370 )

      Some? Maybe.
      Me? No.q

    • Re:Compute Power (Score:4, Insightful)

      by ledow ( 319597 ) on Tuesday May 07, 2019 @07:42AM (#58551268) Homepage

      Are you impressed that 10 years after the release of the ZX Spectrum, we could run emulators on a PC that could easily reach over-a-thousand-percent of real-speed of that machine on a completely different platform/architecture/operating system. My dad bought us a ZX Spectrum and a PC about 10 years ago (same kind of "value" of gift, if you like).

      I was running Gerton Lunter's Z80 on a 486 in the early 90's, minimum, and getting greater than 10 times real-time emulation speed (and emulation itself is a 10-times hit when you're crossing architectures, generally speaking).

      It's "cool", "neat", "humbling", but it's hardly shocking. We do it all the time, it's only in recent years that processor speeds just haven't increased at all.

      I can remember first getting a Final Fight CPS arcade emulator going on a Pentium 133, and that was like "WHOA! LOOK! AN ARCADE GAME!". It wasn't long before we'd kitted that out with a 3DFX Vooodoo 4/5 (or something... the one with the huge blue breakout cable) which is... well... laughable nowadays and emulated by a bog-standard desktop chip with a Glide wrapper under DOSBox.

      Nowadays an RPi 3 can run Doom III quite comfortably (hell, the RPi 2 could do it). Commodity hardware, sold in ordinary electronics shops, GBP30, bosh. OpenGL, 1Gb RAM, multi-core 1.4GHz processor, Gigabit Ethernet, USB, Wifi, Bluetooth. Not that the original RPi is 7 years old now. And basically obsolete. It was "only" 700Mhz.

      It's not that this Doom feat is impressive in itself. It's not. It's that we now hold computers that, even ten years ago, were a pipedream. And we flush them down the loo, throw them away after a year or two, leave them lying around in the pub, and give them to our kids to shut them up with some silly point-and-click game.

      Have you not seen things like the GPD Win? Now that's impressive. A Windows 10 / Ubuntu full PC (i.e. x86-64) in a battery-powered handheld the size of a folded Nintendo DS.

      10 years is a damn long time in computing. If someone gave you a ten-year-old PC, would you bother to even look at it? No. It's that old that it's scrapheap junk. I have to *PAY* companies to take that kind of hardware away.

      I have to say... my old processes of hoarding IT junk are dead... it's just not worth it. 10 years of having them in my spare room passes in the blink of an eye and suddenly they don't even have the right connectors anymore, they're a pain to boot up, the OS doesn't even update any more, and even what-was server-grade hardware is pretty laughable compared to what I can put in a Mini-ITX case or whatever.

      I gave up being impressed when my years of loading in Speccy games from tape suddenly became "select a .z80 file from the hard drive containing EVERY Speccy game ever made". And even that was really pre-Internet for me, but a shareware place sold me a CD with basically every Spectrum game on it for a couple of quid.

      • Well, there was a tim, probably 20 years ago, when I kept saying: my current graphic card has more ram than all my previous computers together had real RAM.

      • Well I'm biased of course but I think it's at least a little impressive, in the case of DOOM 3, that it was nearly impossible to build a PC in 2004 that could run the game at Ultimate detail level and now we all have devices in our pockets that can run the game in Ultimate detail level at 60fps in higher-than-HD resolutions without breaking a sweat.

        Also sort of impressive in the other direction that DOOM 3 still has not-insignificant load times even on a phone using all flash media storage.
      • I still use them like right now at home. I don't computer game like I used to, so I don't need fast PCs. I still use old hardwares as shown in my http://zimage.com/~ant/antfarm... [zimage.com]. ;)

        • by ledow ( 319597 )

          Don't get me wrong, I have two ZX Spectrum (one with ULA hack to work on composite video, and replacement RAM), a BBC Micro, an Acorn Archimedes, a couple of old PCs, etc.

          I just don't hoard old PCs or use them. The effort of getting an old PC working just isn't there if I can buy a GBP50 Raspberry Pi kit and tinker, play the same games, etc. or boot up my five-year-old laptop which can play over 1000 Steam games I have.

          My laptop has had, since day one, the ability to run and store EVERYTHING I did on all m

  • Why not publish? (Score:4, Insightful)

    by gnasher719 ( 869701 ) on Tuesday May 07, 2019 @07:48AM (#58551300)
    You say "I can't publish on the App Store for obvious reasons. " What reasons would that be?

    Apple has no problems allowing apps on the store that use the GPL license. The one thing that you _cannot_ do is to _sell_ GPL licensed apps, because according to the App Store terms and conditions, customers don't pay for the app, but they pay for the license - something that is not allowed under the GPL.

    Conforming to the GPL terms is easy, all you need to do is have a button somewhere that sends a download link to the user's email address.

    The only thing that can stop you: If the copyright holder complains to Apple and tells them they don't want their copyrighted code on the store, then Apple will NOT check whether your app is conforming to the GPL license - the copyright holder's word that they don't want their code on the store is enough. So contact the copyright holder and check if they are alright with it, and you are fine.

    Legally you would be fine even if the copyright holder disagrees, the problem is just that Apple doesn't want to get involved in any copyright court cases.
    • Thanks for asking, I was really confused as to why this was "obvious" also but figured it was some sorta Apple walled-garden thing.

    • but they pay for the license - something that is not allowed under the GPL.
      Which clause of the GPL would that be?

    • by ledow ( 319597 )

      Nothing to do with the engine.

      Everything to do with the Doom3 game data, music, audio, trademarks, etc. (Without which, the game basically isn't Doom 3 but some game running the same *engine* as Doom3).

      Otherwise any idiot could pick up, say, the Half-Life code, slap the Half-life files into it, push it to iTunes and claim to have made a Half-Life port that would reflect poorly on the creators of that software.

      Same as the original DOOM, right through to modern Unreal games, etc. The engine might be open, b

    • Re:Why not publish? (Score:4, Informative)

      by Schnapple ( 262314 ) <tomkidd@gmail . c om> on Tuesday May 07, 2019 @09:43AM (#58551840) Homepage

      You say "I can't publish on the App Store for obvious reasons. " What reasons would that be?

      Because I don't own the rights to distribute the games. Same way your basic source port like ioquake3 can distribute their compiled executables but not the game data.

      It's possible I could upload a "bring your own files" version of the app/engine under some other, non-copyrighted name, and the base of the Quake III port I used, an app called Beben III, did just that (it also got consumed by the 32-bit cutoff, also it used iTunes syncing to add the pk3 files, which has been removed from iTunes). But doing so is beyond the scope of my project.

      It would also be possible to publish them with either non-copyrighted assets (I think Freedoom would qualify) or assets I do own the copyright to, and it's been done before [apple.com]

      Also, id Software sold their iOS ports for years on the App Store (technically they're still there) and so if that's a GPL violation it's one no one has cared about.

  • I can't publish them to the App Store for obvious reasons
    And what are those obvious reasons?

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