FastDoom: A Journey Through Optimization

Victor Nieto’s impressive work as Viti95 transformed fastDOOM through thousands of optimizations. Originally based on DOOM engine versions, his improvements included leveraging existing enhancements from projects like Crispy Doom, PSX Doom, GBA Doom, and Lee Killough’s code. His efforts attracted attention even from Ken Silverman (Duke3D build engine creator), who participated in the project discussions. FastDoom now boasts enhanced performance thanks to OpenWatcom compiler tweaks and DJGPP/GCC potential exploration for future updates.

Despite removing features like joystick support, network gameplay, and focusing solely on single-player mode improvements, fastDOOM’s success demonstrates the power of continuous optimization. The project showcases how dedicated developers can breathe new life into classic games while maintaining their original essence.

Complete Article after the Jump: Here!