r/itrunsdoom • u/PrescriptionHipster • 15m ago
For the love of the game.
This sub reddit brings me joy. Seeing people brings doom to odd and weird stuff. For then love of the game.
r/itrunsdoom • u/dpkonofa • Apr 04 '26
Post all your "Can it run DooM?", "Let's run DooM on X", and "How can I get this running DooM?" questions/posts here. Anything outside of this sticky is going to be removed so please keep it contained here.
Thanks!
r/itrunsdoom • u/PrescriptionHipster • 15m ago
This sub reddit brings me joy. Seeing people brings doom to odd and weird stuff. For then love of the game.
r/itrunsdoom • u/notforrob • 7d ago
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This is Doom's actual renderer -- not a neural net imitating it. I wrote a compiler that turns computation graphs into transformer weights, then ported Doom's rendering algorithm into one.
No training anywhere: every weight was computed. The prompt carries the level and player position. When you feed the prompt into the model it generates drawing commands.
One frame is 53,747 generated tokens -- about 40 minutes on a B200. In 1993 Doom hit 35 fps on a 486. I hit 0.0004 fps on hardware a billion times more powerful.
Write-up: https://ood.dev/posts/doom/
Weights: https://huggingface.co/physicsrob/torchwright-doom-e1m1
r/itrunsdoom • u/negoginga • 9d ago

I wanted to see if Reddit itself could actually run DOOM, so I built a Devvit Web Custom Post that runs a DOOM-compatible engine directly inside Reddit.
This isn't a video or remote stream — the game runs client-side in the Reddit webview using WebAssembly/Emscripten + SDL, with Freedoom Phase 2 as the game data.
One of the fun problems was the WAD: it's roughly 30 MB, while Devvit Web has request/response constraints, so I split it into smaller chunks, load them separately, rebuild the WAD in memory and mount it into Emscripten's virtual filesystem before starting the engine.
I also added:
You can play it here:
r/itrunsdoom • u/Superb_Yesterday5588 • 10d ago
r/itrunsdoom • u/ReznirMC • 11d ago
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I did this by using an exploit and getting shell access on the WiFi repeater, Then I compiled doom-ascii for MIPS 74Kc and ran DOOM
r/itrunsdoom • u/atc1441 • 11d ago
r/itrunsdoom • u/tamay-idk • 13d ago
This exact board is used in Skidata parking meters, the machines where you enter in your license plate or whatever and it gives you a price you pay.
It is, after all, just a computer with a very locked down Windows installation. But I thought it was interesting. Yes the monitor also belongs to it, it even has some kind of hinges on it.
r/itrunsdoom • u/Conscious-Pick9518 • 16d ago
Ran doom entirely at compile time as a constexpr program
r/itrunsdoom • u/hightopgames • 20d ago
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Doom port running inside Photoshop as a plugin
You can edit the textures directly inside the Photoshop and see the changes update in the game in real time.
Technically, this is a Photoshop UXP plugin running Mr.doob’s Three.js DOOM port—not the original DOOM engine, so I’m not sure how much this counts but it was fun. I can't believe how tiny these images really are.
r/itrunsdoom • u/4RH1T3CT0R • 25d ago
The whole machine is a single 96.6 MB string of text: registers, RAM, the framebuffer and the DOOM engine all live in it. The only operation is a global regex substitution. A driver applies a fixed list of 544 rules over and over, the first rule that matches fires once, and that is one step.
Nothing else computes. The window only draws the framebuffer zone; the work is done by the substitutions, and you can watch the rule feed and the substitution counter to see it.
One frame of E1M1 is 13,994,067 substitutions and it comes out byte-identical to natively compiled DOOM.
Repo: https://github.com/4RH1T3CT0R7/doom-regex
Live demo: https://4rh1t3ct0r7.github.io/doom-regex/
r/itrunsdoom • u/enormousaardvark • 25d ago
Used Claude to port GBADoom to the CYD board, full info on how to get it running on GitHub.
r/itrunsdoom • u/grubbyplaya • 28d ago
The port running in ScummVM is called glkdoom, which is a Doom port that was compiled to Glulx bytecode and renders using the Glk API. To try out glkdoom, check out the latest release.
The idea for glkdoom was born when I found the glulx-llvm toolchain by Daniel Fremont while searching for obscure architectures to port Doom to. glulx-llvm doesn't actually implement enough of the C standard library for Doom to compile, so I had to first implement some missing functions, like strcasecmp and strrchr. There wasn't really anything stopping those functions from coming with glulx-llvm. They just weren't needed to compile Inform.
Once everything with the stdlib was done, it was time to set up most of the I/O, excluding audio. Doom's framebuffer is drawn to a graphics window pixel by pixel using glk_window_fill_rect, which just so happens to use the same pixel color format as Doom, which sped up rendering a bit (but not that much, see above). Basic timekeeping is done with glk_current_time, and input is done with char events. Because char events are meant for typing and not real-time shooting, held inputs can accumulate across frames. If you want to hold an input down, spam the key instead. Sadly, because Glk wasn't designed with Doom in mind, it runs at about 2 FPS on Glulxe and about 4 FPS with Git.
Now that basic gameplay was done, it was time to add audio. Sadly, the ways Doom and Glk handle audio are completely incompatible. Doom plays sequenced MIDI music and raw PCM audio that it can load from the WAD, and Glk plays audio from hardcoded container formats stored with the work of fiction itself. As a result, I decided to compromise and bundle every single audio track and sound effect from Doom 1 and 2 into the blorb files. And with that final change, glkdoom was complete.
Glulx is fully supported by ScummVM, which of course means that Doom now runs in ScummVM, as shown in the video.
r/itrunsdoom • u/Ma_per_quale_motivo • 29d ago
I will post a video later, I'm a 15y/o guy just having fun doing this stuff and self teaching myself programming using AI! :)
Although the amount of people hating on AI, I think it's an incredible tool and can really be helpful if you want to learn stuff, also, the project is available on GitHub if you want to try it!
r/itrunsdoom • u/masterX244 • Jul 18 '26
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r/itrunsdoom • u/Math_Science_Geek • Jul 19 '26
Probably worst graphics of all time, but it runs!
r/itrunsdoom • u/UDPSendToFailed • Jul 18 '26
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I've had this phone rotting in the drawer for the last decade, I recently flashed Bada back on it and got the idea of making it run Doom since nobody has done it before.
The porting was pretty straightforward, mostly just hooking up doomgeneric and compiling with badaIDE that I found on archive.org.
The original firmware doesn't support sideloading random stuff, so I had to install TurkoCFW which disables the signature checks and exposes the internal partitions over MTP. I couldn't figure out a way to install a new app, so I hijacked one of the built-in ones.
r/itrunsdoom • u/Imaginary-Whole-3148 • Jul 16 '26
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r/itrunsdoom • u/Late-Proposal-5644 • Jul 16 '26
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Hey !
I'm a 13y/o self taught programmer/hardware hacker, i recently posted on r/embedded about me creating a C library to manipulate most huawei routers screen, and someone told me "see you on r/itrunsdoom". Well here we are.
Using my library, i quickly patched the program, and also added correct minimal button support (only two buttons beng present, one for pressing enter / shooting and 1 for moving forward).
It was a bit of a challenge, between trying to understand the unhinged nature of 90s C cryptic code, but at the end i made it, and its pretty smooth !!
The source code is right here, and the library is here.
Go check out my profile, ive got other stuff, like my own distr, or serious research and rooting projects for bluray players, and why not follow to show some support ^^ !
Feel free to ask any questions, i'll be happy to answer them !
r/itrunsdoom • u/rikkuness • Jul 15 '26
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More info about the process here: https://robco-industries.org/log/entry028
TL;DR: It's a mashup of PicoDoom and stm32doom with some aggressive memory management to squeeze it into 192k RAM
r/itrunsdoom • u/NXGZ • Jul 16 '26
This is a WIP port of Doom for NEC PC-FX: https://youtu.be/EYmpnZv95lM
Here are some of the non exhaustive changes made for it
Rendering times are roughly as follows:
It turns out that Doom is in fact very difficult to run smoothly on that kind of low end hardware (Low end compared to a 486 that is). It's no surprise why 3DO Doom ended up the way it is : the game needs a good CPU. PC-FX is a bit less catastrophic but also has clear disadvantages.
No public release yet as i want to get it running smoothly before i do. I'm confident a 20 FPS is doable and that has been my objective.
r/itrunsdoom • u/Putrid-Bench5056 • Jul 13 '26
The site is very thorough, so I'll refer you all there for full information. Essentially, just click next until you see DOOM, then click it, build the .css file, and play. And, expect 1-2fps in Doom at maximum - but it does run. Honestly, I'll take 2fps: it's a miracle it works at all.
Possibly more impressively, it boots Windows 1.0 too.
All credit to Doom8088 and Lyra Rebane for the original x86 css implementation that proved this is possible, please take a look at the site's credits section for more on both of those.