jdah/doomenstein-3d resource
Wolfenstein/DOOM style software renderers observed · 2026-08-28
Health v2 · maintenance only
30/100
- Activity 0
- Release rhythm 35
- Longevity 91
Flags: no_releases
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-02. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 1277
- days_rel: n/a
- days_push: 1272
- n_releases_24m: 0
Adoption not part of the score
1062 stars · 75 forks observed · 2026-08-28
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded
A pair of small C programs implementing Wolfenstein 3D and DOOM style software renderers from scratch. It serves as a compact, readable reference for classic raycasting and BSP-style rendering techniques.
Use cases
- learn how doom-style software rendering works
- understand raycasting engines
- study retro fps renderer internals in c
- reference implementation of wolfenstein 3d renderer
- starting point for writing a software renderer
When to choose
- you want minimal, readable C source code explaining classic FPS rendering
- you need a small educational codebase to study raycasting and doom-style rendering
When to avoid
- you need a full playable game with levels, enemies, and assets
- you want a modern GPU-accelerated game engine
Facets
learning-resource · maturity stable
graphics simulation graphics cpp windows cross-platform software-renderer raycasting doom wolfenstein-3d c educational retro-gaming game-development algorithms linux macos
1 source
- readme: https://github.com/jdah/doomenstein-3d · fetched 2026-08-28 · 62a52eab38c1
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| jdah/doomenstein-3d | main | 30 |
For agents
markdown · JSON · MCP: product_card(name="jdah/doomenstein-3d")
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem