Carmack release open source Wolfenstein for iPhone
11–20 of 25 posts
Re: Carmack release open source Wolfenstein for iPhone
#12Re: Carmack release open source Wolfenstein for iPhone
#13For those of us with non-jailbroken iPhones, it's not yet up on the App Store: http://www.idsoftware.com/wolfenstein3dclassic/ Hopefully soon...
Re: Carmack release open source Wolfenstein for iPhone
#14When I tried to run it on my iPhone I kept on getting a "code signing identity" error with "John Carmack" or "Cass Everitt" mentioned. I spent a while messing around and eventually found Project -> Edit Project Settings, where I changed "Any iPhone OS Device" to the settings for my device, for each configuration setting.
Abra cadabra, I now have Wolfenstein on my iPhone and owe id $0.99 when the app is released.
The frame rate is less than ideal, but the controls are excellent (virtual thumbstick) and the game is very playable. I would actually probably be willing to pay $5 - $10, but a lot of that is for nostalgia and because I owe them for making this open source.
Re: Carmack release open source Wolfenstein for iPhone
#15This is amazing. I tried to run it in the iPhone Simulator but got a couple errors. Eventually I got it to run by commenting out some lines with functions references in the errors (366 and 405 in opengl_main.c if you have the SDK). I'm not sure what I broke but it works well enough to run when I switched to the 3.0 OS instead of the 2.0 default. It's not that much fun in the simulator since it isn't designed for use…
Re: Carmack release open source Wolfenstein for iPhone
#16http://www.iphoneappratings.org/wolfenstein-3d-classic
They also have a full copy of Carmacks texts on that page...
Re: Carmack release open source Wolfenstein for iPhone
#17The man is amazingly unbothered by things, and he writes really interesting notes, too. I started to get a sinking feeling. I searched around in the level for a view that would confirm my suspicion, and when I found a clear enough view of some angled geometry I saw the tell-tale mid-polygon affine swim in the texture as I rotated. They were using the software rasterizer on the iPhone. [..] The developers came back an…
To be fair, it's probably 10x harder to repurpose someone else's code than to repurpose your own. So it probably would've taken anywhere from 40-60 days for someone else to do it. Plus, Carmack's code isn't exactly clear. :)
It usually takes some time for me to get familiar with what I was trying to achieve, I should comment more, but what I'm trying to get at is that code that ~18 years old is probably very different from the code you're making today.
Re: Carmack release open source Wolfenstein for iPhone
#18This is amazing. I tried to run it in the iPhone Simulator but got a couple errors. Eventually I got it to run by commenting out some lines with functions references in the errors (366 and 405 in opengl_main.c if you have the SDK). I'm not sure what I broke but it works well enough to run when I switched to the 3.0 OS instead of the 2.0 default. It's not that much fun in the simulator since it isn't designed for use…
Re: Carmack release open source Wolfenstein for iPhone
#19I suppose that someone could submit a free version of the app to the App Store, but Apple would probably reject it as a duplicate. (I'm not sure if Wolf3D includes artwork or other external assets that are not GPL'd. If so, then a free version would have to provide replacements for those assets, which would essentially make it a different game.)
Here's a question which I would love to have answered: does the "anti-tivoization clause" in version 3 of the GPL prevent the distribution of a GPLv3 application on an iPhone-style closed platform? Or is "tivoization" strictly limited to code that's shipped with hardware?
Re: Carmack release open source Wolfenstein for iPhone
#201. original developer releases project as open source
2. 3rd party developer ports to OpenGL
3. years later original developer ports OpenGL version to iPhone
4. releases result as open source.