Doom3 Source Code Review: Introduction (Part 1 of 6) >>
On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine.
This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to look at the game internal mechanisms/port the engine on other platforms. I also jumped on it and promptly completed the Mac OS X Intel version
which John Carmack kindly advertised.
In terms of clarity and comments this is the best code release from id Software after
Doom iPhone codebase (which is more recent and hence better commented). I highly recommend everybody to read, build and experiment with it.
Here are my notes regarding what I understood. As usual I have cleaned them up: I hope it will save someone a few hours
and I also hope
it will motivate some of us to read more code and become better programmers.
Part 1: Overview
Part 2: Dmap
Part 3: Renderer
Part 4: Profiling
Part 5: Scripting
Part 6: Interviews (including Q&A with John Carmack)
From notes to articles...
I have noticed that I am using more and more drawing and less and less text in order to explain codebase. So far I have used gliffy to draw but this tool has some frustrating limitations (such as lack of alpha channel). I am thinking of authoring a tool specialized in drawing for 3D engines using SVG and Javascript. I wonder if something like this already exist ? Anyway, back to the code...
Background
Getting our hands on the source code of such a ground breaking engine is exciting. Upon release in 2004 Doom III set new visual and
audio standards for real-time engines, the most notable being "Unified Lighting and Shadows". For the first time the technology was allowing artists to express themselves on an hollywood
scale. Even 8 years later the first encounter with the HellKnight in Delta-Labs-4 still looks insanely great:
First contact
The source code is now distributed via Github which is a good thing since the FTP server from id Software was almost always down or overloaded.
The original release from TTimo compiles well with Visual Studio 2010 Professional.
Unfortunately Visual Studio 2010 "Express" lacks MFC and hence cannot be used. This was disappointing upon release but some people have since removed the dependencies.
Windows 7 :
===========
git clone https://github.com/TTimo/doom3.gpl.git
For code reading and exploring I prefer to use XCode 4.0 on Mac OS X: The search speed from SpotLight, the
variables highlights and the "Command-Click" to reach a definition make the experience superior to Visual Studio. The XCode project was broken upon release but it was easy to fix with a few steps and there is now a Github
repository by "bad sector" which works well on Mac OS X Lion.
MacOS X :
=========
git clone https://github.com/badsector/Doom3-for-MacOSX-
Notes : It seems "variable hightlights" and "Control-Click" are also available on Visual Studio 2010 after installing the Visual Studio 2010 Productivity Power Tools. I cannot understand why this is not part of the vanilla install.
Both codebases are now in the best state possible : One click away from an executable !
- Download the code.
- Hit F8 / Commmand-B.
- Run !
Trivia : In order to run the game you will need the base folder containing the Doom 3 assets.
Since I did not want to waste time extracting them from the Doom 3 CDs and updating them: I downloaded the Steam version. It seems id Software team did the same since
the Visual Studio project released still contains "+set fs_basepath C:\Program Files (x86)\Steam\steamapps\common\doom 3" in the debug settings!
Trivia : The engine was developed with Visual Studio .NET (source). But the code does not feature a single line of C# and the version released requires Visual Studio 2010 Professional in order to compile.
Trivia : Id Software team seems to be fan of the Matrix franchise: Quake III working title was "Trinity" and Doom III working title was "Neo". This explains why you will find
all of the source code in the neo subfolder.
Architecture
The solution is divided in projects that reflect the overall architecture of the engine:
| Projects | Builds | Observations | |
| Windows | MacO SX | ||
| Game | gamex86.dll | gamex86.so | Doom3 gameplay |
| Game-d3xp | gamex86.dll | gamex86.so | Doom3 eXPension (Ressurection) gameplay |
| MayaImport | MayaImport.dll | - | Part of the assets creation toolchain: Loaded at runtime in order to open Maya files and import monsters, camera path and maps. |
| Doom3 | Doom3.exe | Doom3.app | Doom 3 Engine |
| TypeInfo | TypeInfo.exe | - | In-house RTTI helper: Generates GameTypeInfo.h:
A map of all the Doom3 class types with each member size. This allow
memory debugging via TypeInfo class. |
| CurlLib | CurlLib.lib | - | HTTP client used to download files (Staticaly linked against gamex86.dll and doom3.exe). |
| idLib | idLib.lib | idLib.a | id Software library. Includes parser,lexer,dictionary ... (Staticaly linked against gamex86.dll and doom3.exe). |
Like every engine since idTech2 we find one closed source binary (doom.exe) and one open source dynamic library (gamex86.dll).:
Most of the codebase has been accessible since October 2004 via the Doom3 SDK: Only the
Doom3 executable source code was missing. Modders were able to build idlib.a and gamex86.dll but the core
of the engine was still closed source.
Note : The engine does not use the Standard C++ Library: All containers (map,linked list...) are re-implemented but libc is extensively used.
Note : In the Game module each class extends idClass. This allows the engine to perform in-house RTTI and
also instantiate classes by classname.
Trivia : If you look at the drawing you will see that a few essential frameworks (such as Filesystem)
are in the Doom3.exe project. This is a problem since gamex86.dll needs to load assets as well. Those subsystems are dynamically loaded by gamex86.dll from doom3.exe (this is what the arrow materializes in the drawing). If we use a PE explorer on the DLL we can see that gamex86.dll export one method: GetGameAPI:
Things are working exactly the way Quake2
loaded the renderer and the game ddls: Exchanging objects pointers:
When Doom3.exe starts up it:
- Loads the DLL in its process memory space via
LoadLibrary. - Get the address of
GetGameAPIin the dll using win32'sGetProcAddress. - Call
GetGameAPI.
gameExport_t * GetGameAPI_t( gameImport_t *import );
At the end of the "handshake", Doom3.exe has a pointer to a idGame object and Game.dll has a pointer to
a gameImport_t object containing additional references to all missing subsystems such as idFileSystem.
Gamex86's view on Doom 3 executable objects:
typedef struct {
int version; // API version
idSys * sys; // non-portable system services
idCommon * common; // common
idCmdSystem * cmdSystem // console command system
idCVarSystem * cvarSystem; // console variable system
idFileSystem * fileSystem; // file system
idNetworkSystem * networkSystem; // network system
idRenderSystem * renderSystem; // render system
idSoundSystem * soundSystem; // sound system
idRenderModelManager * renderModelManager; // render model manager
idUserInterfaceManager * uiManager; // user interface manager
idDeclManager * declManager; // declaration manager
idAASFileManager * AASFileManager; // AAS file manager
idCollisionModelManager * collisionModelManager; // collision model manager
} gameImport_t;
Doom 3's view on Game/Modd objects:
typedef struct
{
int version; // API version
idGame * game; // interface to run the game
idGameEdit * gameEdit; // interface for in-game editing
} gameExport_t;
Notes : A great resource to understand better each subsystems is the Doom3 SDK documentation page: It seems to have been written by someone with deep understanding of the code in 2004 (so probably a member of the development team).
The Code
Before digging, some stats from cloc:
./cloc-1.56.pl neo
2180 text files.
2002 unique files.
626 files ignored.
http://cloc.sourceforge.net v 1.56 T=19.0 s (77.9 files/s, 47576.6 lines/s)
-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
C++ 517 87078 113107 366433
C/C++ Header 617 29833 27176 111105
C 171 11408 15566 53540
Bourne Shell 29 5399 6516 39966
make 43 1196 874 9121
m4 10 1079 232 9025
HTML 55 391 76 4142
Objective C++ 6 709 656 2606
Perl 10 523 411 2380
yacc 1 95 97 912
Python 10 108 182 895
Objective C 1 145 20 768
DOS Batch 5 0 0 61
Teamcenter def 4 3 0 51
Lisp 1 5 20 25
awk 1 2 1 17
-------------------------------------------------------------------------------
SUM: 1481 137974 164934 601047
-------------------------------------------------------------------------------
The number of line of code is not usually a good metric for anything but here it can be very helpful in order to assess the effort to comprehend the engine. 601,047 lines of code makes the engine twice as "difficult" to understand compared to Quake III. A few stats with regards to the history of id Software engines # lines of code:
| #Lines of code | Doom | idTech1 | idTech2 | idTech3 | idTech4 |
| Engine | 39079 | 143855 | 135788 | 239398 | 601032 |
| Tools | 341 | 11155 | 28140 | 128417 | - |
| Total | 39420 | 155010 | 163928 | 367815 | 601032 |
Note : The huge increase in idTech3 for the tools comes from lcc codebase (the C compiler used to generate QVM bytecode) .
Note : No tools are accounted for Doom3 since they are integrated to the engine codebase.
From a high level here are a few fun facts:
- For the first time in id Software history the code is C++ instead of C. John Carmack elaborated on this during our Q&A.
- Abstraction and polymorphism are used a lot across the code. But a nice trick avoids the vtable performance hit on some objects.
- All assets are stored in human readable text form. No more binaries. The code is making extensive usage of lexer/parser. John Carmack elaborated on this during our Q&A.
- Templates are used in low level utility classes (mainly idLib) but are never seen in the upper levels so they won't make your eyes bleed the way Google's V8 source code does.
- In terms of code commenting it is the second best codebase from id software, the only one better is Doom iPhone, probably because it is more recent than Doom3. 30% comments is still outstanding and find it rare to find a project that well commented! In some part of the code (see dmap page) there are actually more comments than statements.
- OOP encapsulation makes the the code clean and easy to read.
- The days of low level assembly optimization are gone. A few tricks such as
idMath::InvSqrtand spacial localization optimizations are here but most of the code just tries to use the tools when they are available (GPU Shaders, OpenGL VBO, SIMD, Altivec, SMP, L2 Optimizations (R_AddModelSurfacesper model processing)...).
It is also interesting to take a look at idTech4 The Coding Standard (mirror) defined by John Carmack (I particularly appreciated the comments about const placement).
Unrolling the loop
Here is the main loop unrolled with the most important parts of the engine:
idCommonLocal commonLocal; // OS Specialized object
idCommon * common = &commonLocal; // Interface pointer (since Init is OS dependent it is an abstract method
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
Sys_SetPhysicalWorkMemory( 192 << 20, 1024 << 20 ); //Min = 201,326,592 Max = 1,073,741,824
Sys_CreateConsole();
// Since the engine is multi-threaded mutexes are initialized here: One mutex per "critical" (concurrent execution) section of code.
for (int i = 0; i < MAX_CRITICAL_SECTIONS; i++ ) {
InitializeCriticalSection( &win32.criticalSections[i] );
}
common->Init( 0, NULL, lpCmdLine ); // Assess how much VRAM is available (not done via OpenGL but OS call)
Sys_StartAsyncThread(){ // The next look runs is a separate thread.
while ( 1 ){
usleep( 16666 ); // Run at 60Hz
common->Async(); // Do the job
Sys_TriggerEvent( TRIGGER_EVENT_ONE ); // Unlock other thread waiting for inputs
pthread_testcancel(); // Check if we have been cancelled by the main thread (on shutdown).
}
}
Sys_ShowConsole
while( 1 ){
Win_Frame(); // Show or hide the console
common->Frame(){
session->Frame() // Game logic
{
for (int i = 0 ; i < gameTicsToRun ; i++ )
RunGameTic(){
game->RunFrame( &cmd ); // From this point execution jumps in the GameX86.dll address space.
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() )
ent->GetPhysics()->UpdateTime( time ); // let entities think
}
}
session->UpdateScreen( false ); // normal, in-sequence screen update
{
renderSystem->BeginFrame
idGame::Draw // Renderer front-end. Doesn't actually communicate with the GPU !!
renderSystem->EndFrame
R_IssueRenderCommands // Renderer back-end. Issue GPU optimized commands to the GPU.
}
}
}
}
For more details here is the fully unrolled loop that I used as a map while reading the code.
It is a standard main loop for an id Software engine. Except for Sys_StartAsyncThread which indicate that
Doom3 is multi-threaded. The goal of this thread is to handle the time-critical functions that the engine don't want limited to
the frame rate:
- Sound mixing.
- User input generation.
Trivia : idTech4 high level objects are all abstract classes with virtual methods. This would normally involves a performance hit since each virtual method address would have to be looked up in a vtable before calling it at runtime. But there is a "trick" to avoid that. All object are instantiated statically as follow:
idCommonLocal commonLocal; // Implementation
idCommon * common = &commonLocal; // Pointer for gamex86.dll
Since an object allocated statically in the data segment has a known type the compiler can optimize away the vtable lookup when commonLocal methods are called. The interface pointer is used during the handshake so doom3.exe can exchange objects reference with gamex86.dll but in this case the vtable cost is not optimized away.
Trivia : Having read most engines from id Software I find it noticeable that some method name
have NEVER changed since doom1 engine: The method responsible for pumping mouse and joystick inputs is still called:
IN_frame().
Renderer
Two important parts:
- Since Doom3 uses a portal system, the preprocessing tool
dmapis a complete departure from the traditional bsp builder. I reviewed it to the deep down on a dedicated page.
- The runtime renderer has a very interesting architecture since it is broken in two parts with a frontend and backend: More on the dedicated page.
Profiling
I used Xcode's Instruments to check where the CPU cycle were going. The results and analysis are here.
Scripting and Virtual Machine
In every idTech product the VM and the scripting language totally changed from the previous version...and they did it again: Details are here.
Interviews
While reading the code, several novelties puzzled me so I wrote to John Carmack and he was nice enough to reply with in-depth explanations about:
- C++.
- Renderer broken in two pieces.
- Text-based assets.
- Interpreted bytecode.
I also compiled all videos and press interviews about idTech4. It is all in the interviews page.
Recommended readings
As usual a few books that you may enjoy if you enjoy the code:
One more thing
Summer is coming and it was not always easy to focus...

...but overall it was a blast to read most of it. Since idTech5 source code will not be released anytime soon (if ever) this leaves me with idTech3 (Quake III) not yet reviewed. Maybe I will write something about it if enough people are interested.
Add a comment
Comments (75)
Very nice article, thanks for sharing your work, I hope you will write a review of id tech 3.
I cloned repo and tried to find unit and integration tests, but couldn't. Did I miss something?
It's quite amazing that such a big project could be maintained and developed with reasonable velocity without tests.
I found the way Doom 3 did the interfaces on the screens very impressive and immersive - maybe even more than the lighting effects. Can you elaborate a bit on how they did that?)
Of the many forks you mentioned. Can you name some that are actively improving the code and adding features?
"...Carmack and we was nice..."
I believe you meant to say "he was nice"
Great article, nonetheless!
Great read... again!
It is really astonishing that there is one render-pass per light and still run so fluid on 2004 graphics hardware.
Definitely looking forward to a review of idTech3. Besides from the write-up and nice graphics it might be a an "easy" job for you compared to anyone else. With the knowledge of Quake 1 and 2 this will also make it possible to set everything into perspective nicely.
Cheers,
Daniel
I've enjoyed your past code reviews so much I've gone back and read them more than once; I'm certain I will read this at least a few times!
I sincerely appreciate the time you took to write this. I hope that you have the time to review iDTech3 as well, especially since it will provide an opportunity to compare and contrast how the codebase has progressed since then.
You ill get a cookie for that ^^
Can you explain how the use of statically instantiated instances of system level objects and the use of a pointer to their abstract base classes avoids the usual vtable lookup overhead?
However, id's Trinity is named after the Dallas Trinity River, as Carmack explained in this interview http://www.firingsquad.com/features/carmack/
You've got some very interesting stuff here :)
Great job for this very interesting article.
One question, you said :
"Abstraction and polymorphism are used a lot across the code. But a nice trick avoids the vtable performance hit on some objects."
Can you tell us a little more about this 'nice trick' ?
Thanks !
A Quake3 review would also be very nice (or even ioquake3?).
// the following is Mr.E's code
// Note from FAB WHO is Mr.E ?
FWIW I'm going to hazard a guess and say that Mr.E is "Mr. Elusive" a.k.a. Jon Paul van Waveren. =)
http://element61.blogspot.de/2005/08/looking-at-quake-3-source-part-1.html
http://element61.blogspot.de/2005/08/looking-at-quake-3-source-part-2.html
http://element61.blogspot.de/2005/09/looking-at-quake-3-source-part-3.html
A lot of work was done on ioquake, and there is a nice improve code aswell (normal maps, png textures and so on):
http://www.moddb.com/mods/etxreal
DOOM 1.3.1.1304 win-x86 Jun 11 2012 15:14:43
4081 MHz AMD CPU with MMX & SSE & SSE2 & SSE3 & HTT
15840 MB System Memory
0 MB Video Memory
Winsock Initialized
Found interface: {53C6CF71-C4AA-4430-9C4C-DAF112BEA668} Intel(R) 82583V Gigabit Network Connection - 192.168.1.130/255.255.255.0
Found interface: {2B7C12A1-7F58-4FAE-B3EA-1A35703E9055} VirtualBox Host-Only Ethernet Adapter - 192.168.56.1/255.255.255.0
Found interface: {0D903444-3D1B-4028-850D-2058C798DBBF} VMware Virtual Ethernet Adapter for VMnet1 - 192.168.88.1/255.255.255.0
Found interface: {4EB006CA-2A77-4C41-9349-05E7EDCEE56B} VMware Virtual Ethernet Adapter for VMnet8 - 192.168.109.1/255.255.255.0
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded pk4 C:\Program Files (x86)\DOOM 3\base\game00.pk4 with checksum 0xf07eb555
Loaded pk4 C:\Program Files (x86)\DOOM 3\base\pak000.pk4 with checksum 0x28d208f1
Loaded pk4 C:\Program Files (x86)\DOOM 3\base\pak001.pk4 with checksum 0x40244be0
Loaded pk4 C:\Program Files (x86)\DOOM 3\base\pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 C:\Program Files (x86)\DOOM 3\base\pak003.pk4 with checksum 0xcd79d028
Loaded pk4 C:\Program Files (x86)\DOOM 3\base\pak004.pk4 with checksum 0x765e4f8b
Current search path:
C:\Program Files (x86)\DOOM 3/base
C:\Program Files (x86)\DOOM 3\base\pak004.pk4 (5137 files)
C:\Program Files (x86)\DOOM 3\base\pak003.pk4 (4676 files)
C:\Program Files (x86)\DOOM 3\base\pak002.pk4 (6120 files)
C:\Program Files (x86)\DOOM 3\base\pak001.pk4 (8972 files)
C:\Program Files (x86)\DOOM 3\base\pak000.pk4 (2698 files)
C:\Program Files (x86)\DOOM 3\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
4966 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
"\\" isn't a valid key
couldn't exec autoexec.cfg
4966 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
found DLL in pak file: C:\Program Files (x86)\DOOM 3\base\game00.pk4/gamex86.dll
copy gamex86.dll to C:\Program Files (x86)\DOOM 3\base\gamex86.dll
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...shutting down QGL
wrong game DLL API version
Hope this helps, have fun!
I think that it would be super cool that you do the review on idTech3 (for the sake of completitude? he).
And yes, a Quake 3 code review would be awesome ;)
Keep going, you rock.
Nice to see someone actually took down some deep steps into Johns system.
Just inspirating :-)
There is still one thing i don't not understand : network update code (idAsyncNetwork::RunFrame()) seems to be called only once in main loop.
Thats means someone with a pretty slow graphic card (eg : only capable of 10 fps) will only send packets to server at same rate.
Other players would see him with "laggy movement" while it could be a lot better.
Why idAsyncNetwork::RunFrame() could not be placed in a separate thread (like input and sound mixing) and thus packets would be send to server independently from updating the world and rendering ?
IMAO mostly user commands are send to server, so there is no need to have world updated (using game->runframe()) before sending this information.
1. Shaggy movement are avoided via client position prediction.
2. There is little value in sending commands at 60Hz is the player cannot even see the result of its actions.
ftp://ftp.idsoftware.com/idstuff/doom3/source/CodeStyleConventions.doc
is there any other place this can be downloaded from?
http://fd.fabiensanglard.net/doom3/CodeStyleConventions.pdf
Big Thx
Thank you for sharing with us !
anyways... like it or not, good or bad, when your main target platform is MS Windows, your best option is Visual Studio !
Of course you can use C and C++ with VS.NET.
But when the .NET framework and associated Visual Studio were released, there were strongly associated with C#, VB and J++ (see CLI Infrastructure). Developers were strongly encouraged to use things that would have tied the codebase to Windows but the id software dev team did no use any of those Microsoft only features and I found it amusing.
Hi there, thanks for the reply :)
I do agree with your statement, Microsoft naturally intended VS to be used mainly for Windows-only purposes, but as I said in my first comment, in general, if your main target platform is MS Windows (or Xbox) or even if it is not, but you're developing on an MS Windows machine (personally I've been doing iOS and Android development on VS2010), your best option in terms of both the IDE and the C/C++ compiler is Visual Studio. In particular Visual Studio's profiler, performance analyzer, code analysis, and even debugger -at least on MS Windows- is truly unmatched.
I'm not saying it is the best option that could exist, of course people with another mindset than Microsoft's could come up with something much better, but the truth is that at least on the MS Windows front this hasn't happened yet. VS is the best option that does exist at the moment until someone or some company comes up with something better.
So I still don't get your point but that doesn't really matter :)
I'm truly amazed by this review and your notes, believe it or not I have made this page as one of my many browser's home pages ! again, thanks for posting your notes and this review. I really needed it and it has helped me a lot.
Thanks for digging into the source code to write this. I wish I took up programming in my earlier years to understand the more technical aspects of this post :)
Congratulations!