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Life & fun · April 28, 2026

I wrote a DOOM clone in my own programming language

I wrote a DOOM clone in my own programming language launched on April 28, 2026 with 34 votes, #926 of 21,248 launches that month and more than 95% of that year's launches.

Visit spectrelang.org ↗Alternativestop 4% of April 2026

In plain words

A developer created a DOOM-style game using their own custom programming language. The project demonstrates the language's capabilities by implementing a classic first-person shooter game. This is aimed at programmers interested in language design and game development, and stands out as a practical showcase of a homemade programming language handling a complex graphical application.

written from the facts on this page · September 2026

From the sources

Cubedoom is an arena shooter implemented entirely in the Spectre Programming Language , it depends on the SDL2 and SDL2_Image dev libraries. It began as an experiment with the languages multi-dimensional array capabilities, on towards its C-interop (the extern-related "header" syntax was introduced in particular for compatibility with the alternate backend of the compiler). It uses raycasting rendering for its 3D world, similar in spirit to early first person shooters such as Wolfenstein 3D or the original DOOM. At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected. The distance to that collision determines the…from spectrelang.org

Does a similar job

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    I made a Doom source port that runs within a PDF file. I was inspired by the recent HN post about Tetris in a PDF (https://news.ycombinator.com/item?id=42645218) and I wondered if I could get Doom to run using a similar method. It turns out that old versions of Emscripten can compile C to asm.js code that will happily run inside the limited JS runtime of the PDF engine. I used the doomgeneric (https://github.com/ozkl/doomgeneric) fork of the original Doom source, as that made writing the IO fairly easy. All I had to do was implement a framebuffer and…

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