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Show HN: I wrote a DOOM clone in my own programming language

12 hours ago
  • #game development
  • #programming languages
  • #retro gaming
  • Cubedoom is an arena shooter built using the Spectre Programming Language and relies on SDL2 and SDL2_Image libraries.
  • It started as a test of Spectre's multi-dimensional arrays and C-interop features, including the 'header' syntax for compiler compatibility.
  • The game uses a raycasting rendering technique similar to early FPS games like Wolfenstein 3D and DOOM to create a 3D effect.
  • Each frame involves casting rays from the player's position until a wall is hit, with distance determining slice height for depth illusion.
  • It features a minimal design with a single enemy type, viewbob, a health/minimap HUD, and maze-like combat survival gameplay.
  • Future updates include adding sound, more enemy types, and an ammo system; both the game and Spectre are open to contributions.
  • Version 0.0.5 introduced a '--translate-c' flag to convert C code into Spectre code.