Last modification: 10/16/95
New timing results for Open Inventor 2.1!
wadtoiv (wad-to-eye-vee) is a little program that reads in a Doom wad file (and, optionally, a patchwad) and outputs a specified episode and mission's map data in Open Inventor format.
It means that you can render a level, complete with textures, floors and ceilings, on any system to which Open Inventor has been ported. More significantly, it means you can do all this on a Silicon Graphics RealityEngine, one of the fastest graphics computers in the world.
In addition, we have a set of autonomous agents that are written using the Inventor toolkit that can sense and react to their surroundings. It took about five minutes to get them running around in Doom once wadtoiv was done.
Here are some timing tests run on our Onyx with RealityEngine, running Irix 5.3 and a prerelease version of Open Inventor 2.1.
| E2M6 | Inventor 2.0.1 | Inventor 2.1 (Non-optimized) | Inventor 2.1 (Optimized) |
| Small window | 0.30 Hz | 9.13 Hz | 22.01 Hz |
| Full screen | 0.29 Hz | 9.09 Hz | 22.74 Hz |
Right now it doesn't handle sunken floors and raised ceilings properly; the enclosing floor covers up the sunken one. This could be fixed by expressing the floor and ceiling polygons instead as trimmed NURBS. This is left as an exercise for the reader. :-)
Wadtoiv version 1.2 has several improvements over version 1.1:
The source. Or, if you prefer, a binary. The source should compile on any 32-bit machine (read: SGI) with the Inventor libraries. The binary should run on any SGI with the Inventor 2.0 runtime system installed, and includes an Inventor viewer (SceneViewer) so you can look at the output.
This program is freely redistributable and comes with absolutely no warranty.
Here are some cool new pictures! Check out the CyberDog, complete with chaingun!
Note that clicking on any of these pictures will bring up a MUCH better looking, high-resolution, 24-bit JPEG. Try it out!
Thanks to Raphael Quinet and Brendan Wyber for their excellent Doom Editor Utility, from which I used several functions and all the wad data structures.
Thanks to id Software for writing Doom. Doom and Doom 2 are trademarks of id Software, inc.
Thanks to Bruce Blumberg for the dog, and to Michael P. Johnson for the chaingun and chrome dog.
Additional thanks go to Matthew S. Fell (author of the Unofficial Doom Specs) and Scott Amspoker (author of TEXTURES.TXT); their documents enabled me to finally get the texture alignments right. Remember, when in doubt, RTFM!
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