Editing Talk:Doom Classic

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Because it is a source and execution level dependency, using the id Tech 5 framework as an effective hardware abstraction layer, it would also mean this port should list id Tech 5 as one of its parents in the source code genealogy if that turns out to be the case. --[[User:Quasar|Quasar]] 17:44, 11 June 2013 (UTC)
 
Because it is a source and execution level dependency, using the id Tech 5 framework as an effective hardware abstraction layer, it would also mean this port should list id Tech 5 as one of its parents in the source code genealogy if that turns out to be the case. --[[User:Quasar|Quasar]] 17:44, 11 June 2013 (UTC)
 
: Responding to myself, I have learned that it is id Tech 4 that it is firmly integrated with. I see no evidence of id Tech 5 code being used, except *possibly* in the netplay code for the original console ports - however, that code seems to be disabled and butchered, if not entirely removed, in the BFG Edition source release. I will add it as a descendant, as the integration is fairly complete. It would be impossible to take the Doom Classic code and make it run on its own without entirely replacing id Tech 4 as its hardware abstraction layer (you'd be doing the same amount, if not even more, work than starting from scratch with the Linux Doom source). --[[User:Quasar|Quasar]] 15:32, 30 June 2013 (UTC)
 

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