<story><title>John Carmack starting port of Wolf 3D in Haskell</title><url>https://twitter.com/id_aa_carmack/status/331918309916295168</url></story><parent_chain></parent_chain><comment><author>Arjuna</author><text>In case you were not aware, the iOS source code for Wolfenstein 3D Classic Platinum is licensed under GPL. It is available here:&lt;p&gt;&lt;a href=&quot;http://download.zenimax.com/idsoftware/src/wolf3d_ios_v21_src.zip&quot; rel=&quot;nofollow&quot;&gt;http://download.zenimax.com/idsoftware/src/wolf3d_ios_v21_sr...&lt;/a&gt;&lt;p&gt;I thought this story was cool:&lt;p&gt;&lt;i&gt;&quot;[...] They were using the software rasterizer on the iPhone. I patted myself on the back a bit for the fact that the combination of my updated mobile renderer, the intelligent level design / restricted movement, and the hi-res artwork made the software renderer almost visually indistinguishable from a hardware renderer, but I was very unhappy about the implementation.&lt;p&gt;I told EA that we were NOT going to ship that as the first Id Software product on the iPhone. Using the iPhone&apos;s hardware 3D acceleration was a requirement, and it should be easy -- when I did the second generation mobile renderer (written originally in java) it was layered on top of a class I named TinyGL that did the transform / clip / rasterize operations fairly close to OpenGL semantics, but in fixed point and with both horizontal and vertical rasterization options for perspective correction. The developers came back and said it would take two months and exceed their budget.&lt;p&gt;Rather than having a big confrontation over the issue, I told them to just send the project to me and I would do it myself. Cass Everitt had been doing some personal work on the iPhone, so he helped me get everything set up for local iPhone development here, which is a lot more tortuous than you would expect from an Apple product. As usual, my off the cuff estimate of &quot;Two days!&quot; was optimistic, but I did get it done in four, and the game is definitely more pleasant at 8x the frame rate.&lt;p&gt;And I had fun doing it.&quot;&lt;/i&gt; [1]&lt;p&gt;[1] &lt;a href=&quot;http://www.idsoftware.com/iphone-games/wolfenstein-3d-classic-platinum/wolfdevelopment.htm&quot; rel=&quot;nofollow&quot;&gt;http://www.idsoftware.com/iphone-games/wolfenstein-3d-classi...&lt;/a&gt;</text></comment>
<story><title>John Carmack starting port of Wolf 3D in Haskell</title><url>https://twitter.com/id_aa_carmack/status/331918309916295168</url></story><parent_chain></parent_chain><comment><author>thezilch</author><text>&lt;i&gt;I also had to make one last minute hack change to the original media -- the Red Cross organization had asserted their trademark rights over red crosses (sigh) some time after we released the original Wolfenstein 3D game, and all new game releases must not use red crosses on white backgrounds as health symbols.  One single, solitary sprite graphic got modified for this release.&lt;/i&gt;&lt;p&gt;I always wondered about color choices for some games&apos; health  packs.</text></comment>