Stoatworks Labs

Resodoom

Doom as a live Resolume source

Releasedv0.2.2Plugin & ModuleC++ / C / GLSL
Resodoom — Doom as a live Resolume source
No screenshot — this one is configuration inside another application.

What it does

Doom running inside Resolume Arena and Avenue as an FFGL generator. Point it at a WAD and the game becomes a layer you can composite, key and run through other effects — through Old Cathode, for instance, which is where a 320x200 picture through a real composite signal path starts to look like the machine it came from.

The game takes the shape of the composition. On a 16:9 output it runs in true widescreen: the view keeps its height and shows more of the level to either side, 106° across rather than Doom's 90°, instead of a 4:3 picture stretched or boxed in. The Aspect control follows the composition on Auto or picks 4:3, 16:10, 16:9 or 21:9 by hand, and the menus and intermissions stay the original artwork, centred.

FFGL gives a plugin no keyboard access at all, so the twelve controls are plain boolean parameters. That is not a workaround so much as the useful shape: Resolume MIDI-maps them, keyboard-maps them and automates them off the timeline like anything else, so a hardware controller becomes a Doom pad and a playthrough can be keyframed as a visual. With nothing mapped, Doom plays its own attract demos for ever, which is usually what a layer nobody is holding a controller for should do.

Each layer loads its own private copy of the engine, so two instances are two independent games rather than two views of one. Speed, pause and stepping are one mechanism, because the plugin hands out Doom's clock rather than reading a real one.

Watch it running

Resodoom video thumbnail

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